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Understanding the Voice Pipeline

The following table and diagram shows how voices are being processed, how they are being routed and where the different volumes and effects are being applied.

#

Description

1

Volumes apply to all channels

  • Voice Volume* (Voice Volume parameters on busses and for auto-ducking are applied at this level)

  • Normalization and Makeup Gain

  • HDR attenuation

  • Occlusion

    • Project Setting "Occlusion Volume curve"

    • API: SetObjectObstructionAndOcclusion()

  • API: SetAttenuationScalingFactor()

  • API: SetListenerScalingFactor()

LPF property and Occlusion LPF curve (Project Settings)

2

Independent volumes per channel

  • Positioning

    • 2D panning and 3D positioning

    • Center%

    • Distance Attenuation Curve "Spread"

    • API: SetListenerPosition()

    • API: SetPosition()

    • API: SetMultiplePositions()

  • API: SetListenerSpatialization()

3

"Dry Path"

  • Output Bus Volume (+ RTPC)

  • Distance Attenuation Curve "Output Bus Volume"

  • API: SetGameObjectOutputBusVolume()

  • API: AkSpeakerVolumeMatrixCallbackInfo

  • Obstruction

    • Project Setting "Obstruction Volume curve"

    • API: SetObjectObstructionAndOcclusion()

  • Parent Bus without effects inserted: Volume*

Obstruction LPF curve (Project Settings)

4

"Wet Path"

  • 4a -

    • Distance Attenuation Curve "Aux Send Volumes"

    • API: AkSpeakerVolumeMatrixCallbackInfo

  • 4b - User-Defined Auxiliary Sends Volumes (+ RTPC)

  • 4c - Game-Defined Auxiliary Sends Volume (+ RTPC)

  • 4d - API: SetGameObjectAuxSendValues()

5

  • Bus Volume**

  • Positioning

    • 2D panning

    • Center %

  • API: AkSpeakerVolumeMatrixCallbackInfo

  • Parent Bus without effects inserted: Bus Volume**

6

  • Bus Volume**

  • Positioning

    • 2D panning

    • Center %

  • Parent Bus without effects inserted: Bus Volume**

7

  • Bus Volume**

* Voice Volume = Slider + RTPC + State + Set Voice Volume action

** Bus Volume = Slider + RTPC + State + Set Bus Volume action


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