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This Property Editor contains the properties and behavior options for the selected Music Track. Track properties, such as volume and Low-Pass Filter, determine how the music sounds in your game. Track behaviors, such as track type and streaming, determine how the music is played at any given point in the game.
The General Settings tab of the Property Editor is divided into three separate areas. The first area includes all the absolute properties, such as output routing. The middle area includes all the relative properties, such as Volume and Low-Pass Filter. The last area, on the right, includes all the behaviors.
For a complete description of absolute and relative properties, refer to About Properties in the Interactive Music Hierarchy.
For a description of the properties on the Source Settings, Effects, Positioning, RTPC, States, and Advanced Settings tabs, refer to Common Property Tabs: Actor-Mixer Objects.
General | |||||||
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Interface Element |
Description |
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Inclusion
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Determines whether the element is included or excluded. When selected, the element is included. When unselected, the element is not included. By default, this applies across all platforms. Use the Link indicator (to the left of the check box) to determine or to set platform-specific customizations. When this option is unselected, the property and behavior options in the Property Editor become unavailable. |
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Name |
The name of the object. |
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Notes |
Any additional information about the object properties. |
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Controls the Mute and Solo states for the object and shows the implicit mute and solo states for the object. Muting an object silences this object for the current monitoring session. Soloing an object silences all the other objects in the project except this one. A bold M or S indicates that the Mute or Solo state has been explicitly set for the object. A non-bold M or S with faded color indicates that the object's Mute or Solo state was implicitly set from another object's state. Muting an object implicitly mutes the descendant objects. Soloing an object implicitly mutes the sibling objects and implicitly solos the descendant and ancestor objects.
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Relative Properties | ||||
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Interface Element |
Description |
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Voice Volume |
The attenuation (level or amplitude) applied on the current object before it is routed to a bus or sent to an Auxiliary Bus. Refer to Understanding the Voice Pipeline for more information about volumes. Default value: 0
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Voice Low-pass Filter |
A recursive filter that attenuates high frequencies based on the value specified. The units for this filter represent the percentage of low-pass filtering that has been applied, where 0 means no low-pass filtering (signal unaffected) and 100 means maximal attenuation. Default value: 0 |
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Voice High-pass Filter |
A recursive filter that attenuates low frequencies based on the value specified. The units for this filter represent the percentage of high-pass filtering that has been applied, where 0 means no high-pass filtering (signal unaffected) and 100 means maximal attenuation. Default value: 0 |
Output Bus | |||||||
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Interface Element |
Description |
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Volume (to Output Bus) |
The attenuation or amplitude of the signal routed to the audio output bus. Default value: 0
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Low-Pass Filter (to Output Bus) |
A Low-Pass Filter for the signal routed to the audio output bus. A recursive filter that attenuates high frequencies based on the value specified. The units for this filter represent the percentage of Low-Pass Filtering that has been applied, where 0 means no Low-Pass Filtering (signal unaffected) and 100 means maximal attenuation. Default value: 0 |
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High-Pass Filter (to Output Bus) |
A High-Pass Filter for the signal routed to the audio output bus. A recursive filter that attenuates low frequencies based on the value specified. The units for this filter represent the percentage of High-Pass Filtering that has been applied, where 0 means no High-Pass Filtering (signal unaffected) and 100 means maximal attenuation. Default value: 0 |
Game-defined Auxiliary Sends | ||||
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Interface Element |
Description |
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Override Parent |
Determines whether the game-defined auxiliary sends usage will be inherited from the parent or defined at the current level in the hierarchy. When this option is not selected, the game-defined auxiliary controls are unavailable.
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Use game-defined auxiliary sends |
Determines whether the object is using the game-defined auxiliary sends for the game object. A game-defined send is a combination of an Auxiliary Bus and a send volume. Enable this option to have the object affected by the values coming from the game for the following functions: |
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Volume (Game-defined auxiliary sends) |
Determines the attenuation on the game-defined auxiliary sends volumes set for the game object. Use this volume to offset game-defined auxiliary send values. Default value: 0
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User-Defined Auxiliary Sends | |||||||
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Interface Element |
Description |
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Override Parent |
Determines whether the User-Defined Auxiliary Sends usage will be inherited from the parent or defined at the current level in the hierarchy. When this option is not selected, the user-defined auxiliary controls are unavailable.
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Click the Configure Columns... shortcut (right-click) option from the column header band. The Configure Columns Dialog opens. Specify which columns to display and their order. |
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ID column (User-Defined Auxiliary Sends) |
Determines the ID of the User-Defined Auxiliary Sends. Up to 4 different sends can be added. |
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Auxiliary Bus column (User-Defined Auxiliary Sends) |
Determines the Auxiliary Bus this object is sending audio data to. Auxiliary sends can only target Auxiliary Busses. To add an auxiliary send:
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[...] column (User-Defined Auxiliary Sends) |
Allow to select an Auxiliary Bus from the Master-Mixer Hierarchy. |
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Volume column (User-Defined Auxiliary Sends) |
Determine the attenuation of the signal sent to the Auxiliary Bus. Default value: 0
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Music Track Specific | |
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Interface Element |
Description |
Behaviors | |
Stream |
Enables controls that allow you to stream the music audio played in game directly from game media. Streamed media is not included in SoundBanks. It is the Wwise Stream Manager's, and ultimately, the Low-Level I/O submodule's responsibility to open and read them from disk at run-time. Refer to the Wwise SDK documentation for more details on Wwise I/O. Streamed files are described in the file SoundBanksInfo.xml, which is created for each platform when SoundBanks are generated. You may use the CopyStreamedFiles or File Packager tools as a post-SoundBank generation step in order to deploy them conveniently. Refer to Chapter 35, Managing SoundBanks for more details. Audio playback is always streamed while authoring in Wwise regardless of whether this option is selected or not. The Stream settings, therefore, only apply when generating SoundBanks, and playing back from a remote platform or game. |
Look-ahead time (ms) |
The amount of time reserved by the sound engine to seek the streaming data. This time defines the latency of the track. If the look ahead time is 100 milliseconds, the music will be heard only 100 milliseconds after pressing play.
Default value: 100 If the look-ahead time is too small, audio tracks may become unsynchronized during playback. |
Zero latency |
Creates a small audio buffer consisting of the beginning portion of the audio file that covers the latency time required to fetch the rest of the file. This enables the entire streamed sound to be played back without delays. Latency and prefetch settings are set per track. If you have more than one music source per track then the beginning portion of each source will need to be loaded into memory. |
Prefetch length (ms) |
The beginning portion of the music, in milliseconds, that will be loaded into memory in order for the streamed music to be played back with zero latency. Since the initial sync point for a piece of music may not be at the beginning of the clip, the prefetch data loaded into memory may not be useful. In this case, the look-ahead time is used. |
Non-cachable |
Disables caching of this file, when caching is enabled in the streaming manager. This is useful to prevent long loops, or files that are played infrequently, from using up space in the streaming cache that could be better utilized by other sounds. |
Track Type |
Defines the playback behavior of the current track and its sub-tracks. The Track Type can be any one of the following:
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Switch Type | |
Group |
The Switch/State Group associated to the track. This field is active only if the Track Type is set to switch. |
Default Switch/State |
The Switch/State that will be played when the game cannot identify a specific Switch/State. This field is active only if the Track Type is set to switch. |
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