Version

menu_open
Warning: you were redirected to the latest documentation corresponding to your major release ( 2023.1.8.8601 ). Should you wish to access your specific version's documentation, please download the offline documentation from the Audiokinetic Launcher and check the Offline Documentation option in Wwise Authoring.

Understanding the voice pipeline

The following diagrams and tables show how voices are processed, how they are routed, and where the different volumes and Effects are applied. The first diagram illustrates the case when 3D Audio is not active. The second diagram illustrates the case when 3D Audio is active.

When 3D Audio is Not Active

These busses are configured Same as parent and have no Effects, so their values will be applied to all items routed to them, but they themselves will not mix or do any processing.

This bus is configured Same as parent and has Effects, so its behavior changes will be based on whether or not 3D Audio is enabled.

When 3D Audio is Active

These busses are configured Same as parent and have no Effects, so their values will be applied to all items routed to them, but they themselves will not mix or do any processing.

This bus is configured Same as parent and has Effects, so its behavior changes will be based on whether or not 3D Audio is enabled.

The Master Bus is Processing Audio Objects, so no mixing will occur on input. Effects will be applied to each object passing through the bus.

The Audio Objects output by the Master Bus are triaged/mixed here according to their Metadata and what the Sink plug-in supports. By default, Objects with 3D positions will be triaged as System Audio Objects and will not be mixed. Objects without 3D positions will be mixed according to their channel configuration: Mono and Stereo objects will be mixed in the Passthrough Mix, and all other objects will be mixed in the Main Mix. This default behavior can be overridden by adding a Wwise System Output Settings Metadata plug-in somewhere in the bus hierarchy or to individual sources.

Audio Device Effects are 3D Audio-aware Effects that receive all 3D Audio data (Main Mix, Passthrough Mix, and System Audio Objects) and apply the Effect to all of them in one execution pass.

Gain #

Description - Applicable when 3D Audio is active and not active

Volumes apply to all channels

LPF property and Occlusion LPF curve (Project Settings)

Independent volumes per channel

"Dry Path"

Obstruction LPF curve (Project Settings)

"Wet Path"

  • Bus Volume**

  • Positioning

    • 2D panning and 3D positioning

    • Center %

    • Distance Attenuation Curve

  • Parent Bus without Effects inserted: Bus Volume**

  • Bus Volume**

* Voice Volume = Slider + RTPC + State + Set Voice Volume action

** Bus Volume = Slider + RTPC + State + Set Bus Volume action


Was this page helpful?

Need Support?

Questions? Problems? Need more info? Contact us, and we can help!

Visit our Support page

Tell us about your project. We're here to help.

Register your project and we'll help you get started with no strings attached!

Get started with Wwise