API calls: The number of calls from the API to the sound engine at that particular moment. The number of open calls includes separate calls to the same function. So, in one moment, there may be 5 different API functions called but a total number of calls that is much higher because of multiple different calls to the same function.
Command Queue Size: The current amount of
memory allocated for storing commands that are sent from the game application
to the sound engine. The default size of the command queue is 256 KB. The
maximum value can be set in the Wwise SDK.
Examples: Play Event. RTPC = 50.
| Note |
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Commands are only displayed in the Capture Log if the API Calls data type is enabled in the Profiler Settings. |
Command Queue Used: The percentage of the
command queue that is being used at any one time.
CPU - Plug-in Total: The amount of the CPU used for plug-ins at any one time.
CPU - Total: The amount of the CPU used by the audio thread. Audio Thread CPU is based on a counter that starts when the audio thread wakes up for audio processing, and ends when the audio thread processing is done. Depending on the platform, and the priority of other threads running on the same CPU core, this number can get a lot higher than actual CPU usage of the sound engine. Still, you can trust it as a '% of audio capacity', meaning that if it gets close to 100% the audio will most likely starve.
Hardware Audio Decoder Usage: The percentage of the Hardware Audio Decode resources that is being used at any one time.
This counter will only be displayed when certain platforms (PS4 and PS5) are selected.
Loaded Banks (Memory): The current size of the SoundBanks that have been loaded into memory.
Loudness Momentary(Instance A to D): Loudness Meter momentary (0.4-second rectangular time window) loudness level.
Loudness Short-term(Instance A to D): The Loudness Meter short-term (3-second rectangular time window) loudness level.
Number of Active Events: The number of Events that have been posted by the game and have not yet reached their end number of active listeners.
Number of Active Listeners: The number of active listeners.
Number of Active Sends: The number of Game-defined or User-defined auxiliary sends that are active.
Number of Audio Objects Used (System):
The number of System Audio Objects playing at any one time.
Number of Prepared Events: The number of Events that have been prepared using the
PrepareEvent()
function.
When an Event is prepared, only the media specifically associated with that Event gets loaded into memory.
Number of Registered Objects: The number of game objects registered at any one time.
Number of State Transitions: The number of transitions between States that are played at any one time.
Number of Streams: The total number of streams open at any one time.
Number of Streams (Active): The number of streams that are active. A stream is active when it required or was waiting for at least one I/O transfer in the last profiling frame.
Number of Transitions/Interpolations: The number of fades/transitions/interpolations that are active at any one time.
Number of Voices (Physical): The number of physical voices that are played at any one time.
Number of Voices (Total):
The number of audio voices or separate playback instances that are played at any one time (Physical + Virtual).
Number of Voices (Virtual): The number of virtual voices in the virtual voice list at any one time.
Output Peak: The peak output from the sound engine at any given time, in dB.
Prepared Events (Memory): The amount of memory used by the Events that have been prepared. This value includes any media files that were loaded into memory as a result of the Event being prepared.
Profiler Bandwidth: The volume of
profiling data sent by the game to the Wwise authoring application. Units:
KB/s (kilobytes per second).
Spatial Audio - Computed Edges: The number of
diffraction edges that have been processed during this frame. Spatial audio
constructs an internal data structure of edge visibility. This map is
incrementally updated at each frame.
| Note |
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Known Issue: Spatial Audio counters (except for the Spatial Audio - CPU)
may not be reported correctly when Multi-Core Rendering is selected in the
Authoring Audio Preferences. |
Spatial Audio - CPU: The total amount of CPU
used by spatial audio, expressed as a percentage of an audio frame. This is
approximately the sum of "Spatial Audio - Raytracing CPU", "Spatial Audio -
Path Validation CPU", "Spatial Audio - Portal Raytracing CPU" and "Spatial
Audio - Portal Path Validation CPU". Note that this is different from the CPU
percentage displayed in the Advanced Profiler CPU tab: The spatial audio CPU
band indicates the CPU percentage per call to spatial audio, while the spatial
audio CPU percentage displayed in the CPU tab indicates the cumulative CPU for
one frame. Also note that the number of instances displayed in the CPU tab
indicates the number of calls to spatial audio per frame. A call to spatial
audio does not necessarily trigger the computation of paths. Spatial Audio -
CPU value depends on the number of emitters, the complexity of the geometry
(i.e. the number of triangles and diffraction edges) and the enabled features
(i.e. the order of reflection, the diffraction, the reflection on
diffraction).
Spatial Audio - Diffraction Edges: The total
number of diffraction edges in the current 3D environment.
Spatial Audio - Emitters Processed: The number of emitters processed by spatial audio: for each emitter spatial audio validates the reflection and diffraction paths.
Spatial Audio - Path Validation CPU: The
amount of CPU used by the path validation phase of spatial audio expressed as
a percentage of an audio frame. During the path validation phase, spatial
audio validates the potential reflection and diffraction paths found during
the raytracing phase as well as the ones validated in the previous frames.
Spatial Audio - Path Validation CPU cost is mainly influenced by the number of
emitters: the more emitters, the higher the cost.
Spatial Audio - Portal Path Validation CPU:
The amount of CPU used by spatial audio to validate paths from the portals to
the listener and the emitters expressed as a percentage of an audio frame.
Spatial Audio - Portal Path Validation CPU cost is mainly influenced by the
number of emitters and the complexity of the room and portal connections.
Spatial Audio - Portal Raytracing CPU: The
amount of CPU used by spatial audio to sample the environment to find
potential paths from the portal to the listener and the emitters. Expressed as
a percentage of an audio frame. Spatial Audio - Portal Raytracing CPU cost is
mainly due to the complexity of the geometry (i.e. the number of triangles and
the number of diffraction edges) and the enabled features (i.e. the reflection
order, the diffraction, and the reflection on diffraction). It does not depend
on the number of emitters.
Spatial Audio - Primary Rays: The number of primary rays targeted by spatial audio.
Spatial Audio - Raytracing CPU: The amount of CPU used by the raytracing phase of spatial audio expressed as a percentage of an audio frame. During the raytracing phase, spatial audio samples the environment to find potential reflection and diffraction paths between the listener and the emitters. The Spatial Audio - Raytracing CPU cost is mainly due to the complexity of the geometry (i.e. the number of triangles and the number of diffraction edges) and the enabled features (i.e. the reflection order, the diffraction and the reflection on diffraction). It does not depend on the number of emitters.
Spatial Audio - Triangles: The total number of triangles in the current 3D environment.
Total Media (Memory): The total size of the media files that have been loaded into memory.
Total Reserved Memory: The total amount of memory that has been reserved, or mapped to physical memory, but not necessarily in use by runtime memory allocations.
Total Streaming Bandwidth: The total amount of streaming bandwidth that is used at any one time. This value includes both low-level I/O transfers and transfers from the Stream Manager's cache which don't require access to disk, and is therefore larger or equal to the Total I/O Bandwidth (Low-Level).
Total Streaming Bandwidth (Low-Level): The total amount of streaming bandwidth that is used at any one time. This value takes low-level I/O transfers into account only, and excludes virtual transfers from cached data in the Stream Manager.
Total Used Memory: The total amount of memory in use by runtime memory allocations.