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States Tab: Music Objects

In the States tab you can assign States to a music object to further define the characteristics of the music when a particular State is enabled. You can use the default State properties, you can set State values, or you can completely disable a State for the current music object. For music objects, you can also specify at which points within the music where State changes can occur.

General

Interface Element

Description

Inclusion

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.

Default value: false

Name

The name of the object.

Notes

Any additional information about the object properties.

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.

[Tip] Tip

Hold the Ctrl key while clicking a solo button to exclusively solo the object for which the solo button is associated.

[Note] Note

Mute and Solo are designed to be used for monitoring purposes only and are not persisted in the project or stored in the SoundBanks.

Sets the display of the Property Editor's selected tabs. By default, there is one panel displaying only one selected tab. You can, however, click a splitter button to split the panel into two, either side by side or one on top of the other, for two different tabs. The currently selected option is highlighted with a background color.

[Note] Note

You cannot display the same tab in both panels. If you select the tab that is currently displayed in the other panel, then the other panel will automatically display another tab.

[Tip] Shortcuts for selecting tabs

Press Ctrl and the number corresponding to the number of the Property Editor tab you want. For example, Ctrl+4 would select the RTPC tab if that were the fourth visible tab.

States

Interface Element

Description

Opens the State Group selector menu where you can select an existing State Group or create a new one.

Remove the selected State Groups from the list of subscribed State Groups.

Opens the State Properties Dialog, where you can specify which of the State properties apply to the object.

Opens the Copy State Values dialog box.

Columns

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.

In the case of the States tab, the State Properties Dialog opens, not the Configure Columns Dialog. Specify the State properties to include for this object.

State

The States and State Groups assigned to the current object.

The State properties displayed in the table include all the object-specific additive type properties selected in the State Properties Dialog. The following rows give only the default State properties for Interactive-Music Hierarchy objects. For information on object-specific properties, refer to the corresponding Property Editor or Property Editor tab page.

Voice Volume

This defines how the level or amplitude of the audio output will be applied to the current object for a particular State.

Default value: 0
Range: -400 to +400
Units: dB

[Note] Note

The default slider range is from -96 to +12. You can go over those limits by entering the value directly or by rolling the mouse while the focus is on the edit control.

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.

(For more detail, see Wwise LPF Value Cutoff Frequencies .)

Default value: 0
Range: 0 to 100
Units: %

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.

The high-pass filter has a link indicator and an RTPC indicator, see Working with the Property Editor for more information.

Default value: 0
Range: 0 to 100
Units: %

Make-up Gain

Volume gain in decibels (dB) applied to the voice, after all other volume adjustments. The make-up gain is additive across the Actor-Mixer Hierarchy.

Refer to Understanding the voice pipeline to learn about how voices are being processed, how they are being routed and where the different volumes and Effects are being applied.

For more information about the Make-up Gain, refer to Using Loudness Normalization or Make-up gain to Adjust Volume .

[Note] Note

The default slider range is from -96 to +12. You can go over those limits by entering the value directly, or by rolling the mouse while the focus is on the edit control.

Default value: 0
Range: -200 to 200
Units: dB

Change occurs at:

Determines the point at which the State change occurs for the current music object. The following options are available:

  • Immediate - Change occurs immediately.

  • Next Grid - Change occurs at next pre-defined grid interval. The grid is an arbitrary method by which music objects can be virtually partitioned.

  • Next Bar - Change occurs at next bar.

  • Next Beat - Change occurs at next beat.

  • Next Cue - Change occurs at next cue. The next cue can be the Entry, Exit, or custom cue.

  • Next Custom Cue - Change occurs at next custom cue.

  • Entry Cue - Change occurs at Entry cue.

  • Exit Cue - Change occurs at Exit cue.

If several music objects are playing, the State change occurs for all music objects at the first defined opportunity.


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