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In the Bus States tab, you can assign States to all objects that pass through the bus to further define the characteristics of each object when a particular State is enabled. You can use the current State properties, you can create custom State settings, or you can completely disable a State for the current bus.
When creating interactive music, it can be very useful to time your State changes with the tempo and meter of the music that is playing so you can ensure smooth transitions. In the Audio Bus Property Editor, you can determine the optimal points to change States for all the States in the currently selected State Group. These points can include Immediate, Next Cue, or Next Beat, for example.
Since you can have a combination of both sound and music objects routed through the same bus, you will most likely have conflicting State change settings. The following table describes what happens in each case.
Interface Element |
Description |
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Sound objects only |
Immediately |
Music objects only |
When the first music state change condition is met. |
Sound and music objects |
When the first music state change condition is met. |
General | |||||||
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Interface Element |
Description |
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[name] |
The name of the object. |
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Displays the object's color. Clicking the icon opens the color selector. Select a color to apply it to the object.
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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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Indicates the number of elements in your project that contain direct references to the object. The icon is displayed in orange when references to the object exist, and in gray when no references exist. Selecting the button opens the Reference View with the object's name in the References to: field. |
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Notes |
Any additional information about the object properties. |
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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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States | ||||||
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Interface Element |
Description |
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Opens the State Group selector menu where you can select an existing State Group or create a new one. |
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Remove the selected State Groups from the list of subscribed State Groups. |
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Opens the State Properties Dialog, where you can specify which of the State properties apply to the object. |
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Opens the Copy State Values dialog box. |
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Columns | ||||||
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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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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. |
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State |
The States and State Groups assigned to the current object. |
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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 Master-Mixer Hierarchy objects. For information on object-specific properties, refer to the corresponding Property Editor or Property Editor tab page, such as the Property Editor: Audio Bus for Game-defined Auxiliary Sends Volume. | ||||||
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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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
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Voice Pitch |
The playback speed of an audio structure, 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 |
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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 .
Default value: 0 |
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Change occurs at: |
Determines the point at which the State change occurs for the current music object. The following options are available:
If several music objects are playing, the State change occurs for all music objects at the first defined opportunity. |
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