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In the Routing category, you can define properties related to the output bus, as well as game-defined and user-defined auxiliary sends, and early reflections.
Routing | |||||||||||||
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Interface element |
Description | ||||||||||||
Output Bus | |||||||||||||
Volume (to Output Bus) |
The attenuation or amplitude of the signal routed to the audio output bus.
Default value: 0 Range: -200 to 200 Units: dB | ||||||||||||
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 Range: 0 to 100 Units: % | ||||||||||||
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 Range: 0 to 100 Units: % | ||||||||||||
Game-Defined Auxiliary Sends | |||||||||||||
Use game-defined aux sends |
Determines whether the object uses the game-defined auxiliary sends of the associated game object. A game-defined auxiliary send is a combination of an Auxiliary Bus and a send volume. If enabled, the object is affected by the values coming from the game for the following functions: Additionally, if the game has initialized Spatial Audio and sent Rooms and Portals data to Wwise, this option determines if the object sends to the Auxiliary Busses defined for Rooms and Portals based on the game object’s position. Refer to Understanding Sends for further details this option. Default value: false | ||||||||||||
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 Range: -200 to 200 Units: dB | ||||||||||||
Game-defined Auxiliary Sends LPF |
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 Range: 0 to 100 | ||||||||||||
Game-defined Auxiliary Sends HPF |
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 Range: 0 to 100 | ||||||||||||
User-Defined Auxiliary Sends > Send 0, Send 1, Send 2, Send 3 | |||||||||||||
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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User-Defined Auxiliary Send Volume |
Determine the attenuation of the signal sent to the Auxiliary Bus.
Default value: 0 Range: -200 to 200 Units: dB | ||||||||||||
User Auxiliary Send LPF |
The Low-Pass Filter applied on the signal that is sent to the Auxiliary Bus via one of the User Auxiliary Sends (User-Defined Auxiliary Send 0 - 3). Default value: 0 Range: 0 to 100 | ||||||||||||
User Auxiliary Send HPF |
The High-Pass Filter applied on the signal that is sent to the Auxiliary Bus via one of the User Auxiliary Sends (User-Defined Auxiliary Send 0 - 3). Default value: 0 Range: 0 to 100 | ||||||||||||
Early Reflections | |||||||||||||
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 Reflect plug-in. To render early reflections, the 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 Range: -200 to 200 Units: dB |
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