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The Voice Inspector provides detailed information about Volume, LPF, and HPF (the "value") for selected voice paths processed by a sound. The information displays the values of all contributors to the hierarchy, from the source to the Master Audio Bus, and the runtime value modifications, such as Event Actions, transitions, distance attenuation, and cone angles.
To load the view's three panels of information, you must have captured information and selected a point in time from the capture. This loads the first panel, the Game Objects and Voices List, from which you can select an individual voice. In turn, the Voice Graph and the Contribution List panels will display the corresponding voice information.
Enable Voice Data | |
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Two types of data must be profiled: Voices and Voice Inspector. If the former is not enabled, both the Voice Monitor and the Voice Inspector will be empty. If the latter is not enabled, then the Voice Inspector will only display the following message: 'This view needs "Voice Inspector Data". Enable it in the Profiler Settings.' Conveniently, the Profiler Settings view can be opened by clicking either the link in the message or the View Settings button in the titlebar of the view. |
Interface Element |
Description |
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Click the View Settings icon in the upper right corner of the view to prompt the Profiler Settings, where you can specify the type of data to capture. You must enable the Voice Inspector Data to view information in the Voice Inspector. |
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Game Objects and Voices List | |||||||
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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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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.
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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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Name |
This column lists the names of all active game obects and their associated voices. You must select an individual voice to display information in the Voice Graph and the Contribution List panels. |
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ID |
This column lists the identification number assigned to the game object and associated voice instances. |
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Voice Graph This panel displays the same content as the Voices Graph tab of the Advanced Profiler, namely the optimized bus hierarchy as it exists in the lower engine at runtime for each of the voices or playback instances managed by the sound engine. It does not, however, have object-specific or text-based filters. | |||||||
View |
Click the View select button to show or hide from the graph the following elements:
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Graph view |
Displays the structure and contents of each voice generated by the sound engine. For more information, see the Graph view section of the Voices Graph tab reference documentation. |
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Contribution List | |||||||
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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.
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Name |
The name of the objects which make up the final values of the selected voice. The first row always displays Σ Final Value for the sum total of the Volume, LPF, and HPF of the selected voice. The child rows have nodes of Wwise objects, such as busses, containers, and sounds. Further child object details can be found under the nodes, covering things such as Attenuations and their emitter-listener pairs. The final child level covers the name of object properties, such as Bus Volume and Voice Volume, which have been changed by a Driver. |
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Driver |
The cause of a possible change in the Final Value for the voice's Volume, LPF, or HPF. It might be a game parameter or a Wwise element (interpreted in the broadest sense to cover an object, property, or setting). Possible Drivers:
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Driver Value |
The corresponding value of the particular driver. |
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Volume |
The impact in dB, rounded to the nearest decimal, of the driver on the voice volume. |
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LPF |
The % impact of the driver to establish a low-pass filter cutoff frequency on the voice. Refer to Wwise LPF and HPF Value Cutoff Frequencies for the corresponding frequency. |
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HPF |
The % impact of the drivers to establish a high-pass filter cutoff frequency on the voice. Refer to Wwise LPF and HPF Value Cutoff Frequencies for the corresponding frequency. |
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