Version
General | |||||||
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Interface Element |
Description |
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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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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.
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Relative Properties | ||||
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Interface Element |
Description |
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Bus Volume |
The attenuation (level or amplitude) applied on the audio signal at the bus or Auxiliary Bus level. Refer to Understanding the Voice Pipeline for more information about volumes. Default value: 0
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Bus Specific | ||||
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Interface Element |
Description |
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(Meter) |
A per channel peak meter. For more information about speaker configurations and channels, refer to Understanding Channel Configurations.
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Channel Configuration |
Specifies which channel configuration should be used in this bus. If set to anything other than Parent, it forces a submix at this level of the hierarchy. Parent means that this Bus inherits the channel configuration of its parent. The channel configuration of the Master Audio Bus is implicitly set to Parent, because it inherits the channel configuration of the associated sink/audio output device. This setting is useful to save CPU for Effects that will be applied on this bus because reducing the number of channels usually reduces the required CPU to process the Effect. This option works only on software pipeline platforms. For more information, refer to Understanding Channel Configurations . Default value: Parent |
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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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: If the game has initialized Spatial Audio and sent Rooms and Portals data to Wwise, this property determines if the object should send to the Auxiliary Bus defined by the current Room that the game object is inside. Default value: false |
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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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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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User Auxiliary Send |
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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User-Defined Auxiliary Send Volume |
Determine the attenuation of the signal sent to the Auxiliary Bus.
Default value: 0 |
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Early Reflections Auxiliary Sends | |||||||||||||
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Interface Element |
Description |
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Early Reflections Auxiliary Send |
Enables reflection processing in Wwise Spatial Audio and determines the Auxiliary Bus this object is sending to for early reflections processing. Early reflections processing simulates the acoustic phenomenon of sound bouncing off of virtual surfaces defined by geometry in the game. Since the first few reflections convey the most spatial information to the listener, it is advantageous to process the early reflections separately (from the late reverb) and with more detail using the Wwise Reflect plug-in. To render early reflections, the Wwise Reflect plugin must be assigned to an effect slot on the Auxiliary Bus assigned to an early reflections send. If no send is specified, then Wwise Spatial Audio will not compute early reflections paths for the sound.
To add an auxiliary send:
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Early Reflections Auxiliary Send Volume |
Determine the attenuation of the signal sent to the reflections Auxiliary Bus. This control also effects the volume of the reflections aux send specified by the API.
Default value: 0 |
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