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The Property Editor is a collection of properties and behavior options that you can use to define the overall characteristics of a particular audio structure or Game Sync in your project.
When an audio structure is loaded into the Property Editor it will, depending on the object type, contain many of the following tabs:
Positioning (for Actor-Mixer Hierarchy, Interactive Music Hierarchy, and most Master-Mixer Hierarchy objects)
Real-Time Parameter Controls (Real-time Parameter Controls)
Auto-ducking (for Audio Busses only)
HDR (for Audio Busses only)
Transitions (for Music objects only)
Stingers (for Music objects only)
MIDI (for Actor-Mixer Hierarchy and Interactive Music Hierarchy objects)
Advanced Settings (for all objects other than Auxiliary Busses)
Note | |
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You can select which tabs to display in the Tab Preferences tab. Also, with the splitter buttons ( , ) you can choose to display two tabs in a split Property Editor panel. |
When a Game Sync is loaded into the Property Editor, different properties will be displayed depending on the type of game sync you are editing. The following table describes which properties are displayed for each Game Sync:
Game Sync |
Property Editor Contents |
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Switch Group |
Name, notes, and Switch to Game Parameter value mappings. |
Switch |
Name and notes. |
State Group |
Name, notes, and transition settings between States. |
State |
Name, notes, and the copying of State values. |
Game Parameter |
Name; Notes; Built-in Parameters to bind to; Minimum, Maximum, and Default values for the Game Parameter; and Interpolation mode values. |
Trigger |
Name and notes. |
Note | |
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Since folders don't have any associated properties or behaviors, when they are loaded into the Property Editor, you will only be able to edit the folder's name and corresponding notes. |
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