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Voices

The Advanced Profiler - Voices tab displays information about each of the voices or playback instances managed by the sound engine at any point in time.

[Note] Note

For the motion voices to appear on the Voices tab, you need the appropriate motion device drivers installed on your workstation.

[Note] Note

The Game Object, Target, Wwise Object, and Bus columns have associated mute and solo buttons (described in the Busses tab documentation). Note, however, the particularity of the game object's impact on Wwise objects. If a game object is muted, then all its associated Wwise objects will be muted. If it is soloed, then only its associated Wwise objects could potentially play; but, that is evaluated according to their own mute and solo settings.

Interface Element

Description

Opens a search field where standard alphanumeric entries filter out unmatching elements from the view. Learn more in Using Tables.

Click the Close icon to the left of the search icon to close the search field and remove the filter.

[Note] Note

The searches do not include elements in collapsed nodes of the List View, Query Editor, MIDI Keymap Editor, and Reference View.

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.

Game Object

The name of the game object to which the object is associated.

[Tip] Tip

Everywhere game objects are listed, such as in the Game Object Explorer or the Voices and Voices Graph tabs of the Advanced Profiler, there is a specific shortcut menu with the following options:

  • Add Game Object to Game Object Watch List - By ID: Adds a watch on the selected game object's ID. Learn more about watches in the Watches Tab page.
  • Add Game Object to Game Object Watch List - By Name: Adds a watch on the selected game object's name. Learn more about watches in the Watches Tab page.
  • Solo Game Object: Implicitly mutes all objects under other game objects.
  • Unsolo Game Object: Removes the implicit mute from all objects under other game objects.
  • Mute Game Object: Mutes all objects under this game object.
  • Unmute Game Object: Removes the mute on all objects under this game object.
  • Search Game Object in Voice Graph: Opens the Voices Graph tab of the Advanced Profiler with its Filter set to the specified game object.

Event

The name of the Event which triggered the playing of the Target.

Target

The object targeted for playing by the Event. The playing of the target triggered the playing of the Wwise Object.

Wwise Object

The name of the object that is played by the sound engine.

Bus

The name of the bus through which the object is output.

Voice Volume

The level of the voice as defined in the project's hierarchy. This value includes the voice volume levels of all parent objects and busses within the hierarchy, States, RTPCs, and Set Voice Volume Actions.

Panning Volumes

The output level of the voice when it is mixed into each channel of the first mixing bus. This value strictly represents the per-channel spatialization gains.

Refer to Understanding Channel Configurations for interpreting the channel order

Game-Defined Auxiliary Send Volume

The Game-defined auxiliary send volume, in decibels.

Total Volume

Volume of the voice plus the contributions from all mixing bus gains of the signal path, from the voice down to the master Audio Bus inclusively. In cases where there are multiple signal paths, such as what happens when using auxiliary sends, the largest value among all paths is taken. The Total Volume is evaluated against the Volume Threshold for virtual voices. It includes virtually all volume offsets in Wwise, except those that pertain to normalization and make-up gain (see Normalization / Make-Up Gain column below).

Normalization / Make-Up Gain

Volume gain applied to the audio source independently of the other logical volumes in Wwise. It results from the make-up gain property, loudness normalization, and localization volume offset (audio source make-up gain). It does not contribute to the Total Volume, and is thus ignored when evaluating the voice against the Volume Threshold. It is also transparent from the HDR, and not considered by the Voice Monitor.

Refer to HDR and the Wwise Voice Pipeline for more details.

Device

The medium of the sound's transition, such as Main for the main audio output of your system, RC for the controller on a Wii U, or background for the background music speakers available on PS4 and Xbox One.

Base LPF

The LPF of the object as defined in the project's hierarchy. This value includes the LPF of all parent objects and busses within the hierarchy, states, RTPCs and Set LPF actions.

Voice LPF

The LPF really applied on the main voice pipeline, this value includes the Base LPF, the Occlusion LPF and the cone-distance attenuation LPF.

Out. Bus LPF

(Output Bus LPF)

The LPF value (for more detail, see Wwise LPF Value Cutoff Frequencies) applied on the "Dry" path of the object. This value includes the Output bus LPF and Obstruction LPF.

Base HPF

The HPF of the object as defined in the project's hierarchy. This value includes the HPF of all parent objects and busses within the hierarchy, states, RTPCs and Set HPF actions.

Voice HPF

The HPF really applied on the main voice pipeline, this value includes the Base HPF, the Occlusion HPF and the cone-distance attenuation HPF.

Out. Bus HPF

(Output Bus HPF)

The HPF value applied on the "Dry" path of the object. This value includes the Output Bus HPF and Obstruction HPF.

Priority

The importance given to the object in relation to other objects within the same hierarchical structure.

Virtual

Indicates when the object is in the virtual voice list.

Over Limit

Indicates when the object is virtual because it is over the maximum number of instances allowed by one of its node limiters.

Motion

Indicates when the voice is a motion object.


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