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This Property Editor contains the properties and behavior options for the selected Blend Container. Object properties determine the characteristics of objects when they are played in-game. Object behaviors determine which objects are played back at any given point in the game.
A Blend Container is a group of one or more objects and/or containers that are played back simultaneously. The objects within the Blend Container can be grouped into blend tracks where properties are mapped to Game Parameter values using RTPCs. Crossfades can also be applied between objects within a blend track based on the value of a Game Parameter. The Blend Container is ideal for recreating the many sounds a car engine makes as it speeds up, slows down, and changes gear.
The General Settings tab of the Property Editor is divided into three separate areas. The first area includes all the absolute properties, such as output routing. The middle area includes all the relative properties, such as volume and pitch. The last area, on the right, includes all the behaviors. For a complete description of absolute and relative properties, refer to About Properties in the Project Hierarchy.
For a description of the properties on the Conversion, Effects, Positioning, RTPC, States, and Advanced Settings tabs, refer to Common Property Tabs: Actor-Mixer Objects.
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.
General | |||||||
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Interface Element |
Description |
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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: true |
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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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Voice Volume |
The attenuation (level or amplitude) applied on the current object before it is routed to a bus or sent to an Auxiliary Bus. Refer to Understanding the Voice Pipeline for more information about volumes. Default value: 0
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Voice Pitch |
The playback speed of an audio object, where:
Default value: 0 |
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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 and HPF Value Cutoff Frequencies .) Default value: 0 |
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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 |
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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Override parent |
Determines whether the game-defined auxiliary sends usage will be inherited from the parent or defined at the current level in the hierarchy. When this option is not selected, the game-defined auxiliary controls are unavailable.
Default value: false |
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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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Override Parent |
Determines whether the User-Defined Auxiliary Sends usage will be inherited from the parent or defined at the current level in the hierarchy. When this option is not selected, the user-defined auxiliary controls are unavailable.
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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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Override parent |
Determines whether the early reflections auxiliary sends usage will be inherited from the parent or defined at the current level in the hierarchy. When this option is not selected, the early reflections auxiliary controls are unavailable.
Default value: false |
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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 |
Blend Container Specific | ||||||||||
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Interface Element |
Description |
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Initial Delay | ||||||||||
Initial Delay |
Initial delay applied before playing. This delay will be added to parents and children Initial delay.
Default value: 0 |
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Blend Tracks | ||||||||||
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Opens the Blend Track Editor where you can add blend tracks and then create multiple RTPC curves for each blend track. You can also create crossfades between the different objects within each blend track. |
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Play Mode | ||||||||||
Play mode |
Step: The Blend Container starts playback of all children upon Play. The Blend Container playback is considered ended once all child voices have stopped playing (or when a Stop Action is received). Continuous: The Blend Container actively manages Play and Stop of child objects based on crossfade regions (it plays the child when an RTPC value is inside the clip region and stops it when outside). The container has to be stopped with a Stop Action; it remains alive and monitors RTPC changes even when no voices are playing. Default value: Step |
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