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The Effects tab allows you to apply up to 255 different Effects to an object. The Effects are applied in the same order as they appear in the list. When you apply an Effect to an object, you must decide what type of Effect you want to apply, whether the Effect is a ShareSet or a custom instance, and whether the Effect is rendered. You can also bypass the Effect if you want to. At any point, you can click the Edit button to edit the properties of the Effect.
Tip | |
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For information on the Master-Mixer object Effects tab, see Effects tab: busses. |
General | |||||||
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Interface Element |
Description | ||||||
[name] |
The name of the object. | ||||||
(Object Color) |
Displays the object's color. Clicking the icon opens the color selector. Select a color to apply it to the object. When you choose a color for an object, a palette icon appears on the selected square, as well as a yellow triangle in the lower-right corner, as shown. To inherit the parent object's color, select the square at the far left of the color selector. | ||||||
(Mute and Solo) |
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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(Show references) |
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. |
Effects | ||||
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Interface Element |
Description | |||
Override parent |
Determines whether the applied effects are inherited from the parent or defined at the current level in the hierarchy. When this option is not selected, the Effects options are not available. If the object is a top-level object, the Override parent option is not available. Default value: false | |||
Effects | ||||
Right-click the table header to open the Configure Columns dialog where you can specify which columns to display and their order. See Using tables. | ||||
(Selector) |
Opens the list of Effects and corresponding instances that can be applied to the object. If you select an Effect, it replaces the Effect that previously occupied the slot. To remove an Effect, select the None option. | |||
ID |
The identification number assigned to the Effect. | |||
Effect |
The type of effect applied to the object, for example, Compressor, Matrix Reverb, or Parametric EQ. | |||
Name |
The name of the Effect instance applied to the object. The Effect instance can be a ShareSet or a custom instance of a ShareSet. All Effect instances for the selected Effect type will appear in the corresponding list. | |||
Prev. |
Selects the previous ShareSet in the Effects hierarchy. | |||
Next |
Selects the next ShareSet in the Effects hierarchy. | |||
Mode |
Determines whether the Effect instance is shared. The mode can be either:
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Render |
Determines whether the selected Effect instance is rendered before it’s packaged into SoundBanks. Rendering Effects prior to packaging into SoundBanks can save on processing power during gameplay. However, it also limits the interactivity with game play because RTPCs can’t be used when the Render option is selected. Default value: false | |||
Bypass |
Determines whether the selected Effect instance is processed or not. Select the check box to remove the Effect. Clear the check box to restore the Effect. This option is useful in the following scenarios:
You can also use Bypass options in RTPCs or Bypass Effect Actions in Events to remove Effects for certain game scenarios or Events. Default value: false | |||
Edit |
Opens the Effect Plug-in Editor where you can edit the properties of the selected Effect instance in real time. | |||
Opens the list of Effects and corresponding instances that can be applied to the object. Select an Effect to add it to the next available slot at the bottom of the Effects list. After adding an Effect, you can select and drag it up or down in the list. Use the Ctrl or Shift keys to select and drag multiple Effects. You can also add Effects to the list by dragging ShareSets from the Project Explorer ShareSets tab, or by right-clicking an Effect in the list and selecting Add Effect. In this case, the new Effect is inserted in the current slot and all subsequent Effects are shifted down the list by one slot. | ||||
Deletes any Effects that are selected in the Effects list. You can select multiple Effects using the Ctrl or Shift keys. | ||||
(Location in Hierarchy) |
Displays the location in the Effects hierarchy where the selected ShareSet can be found. If it is a custom instance of the Effect, it will show the name of the custom instance. | |||
Bypass All |
Determines whether all Effects inserted on the object are processed or not. Select the check box to remove all Effects. Clear the check box to restore the Effects. This option is useful in the following scenarios:
You can also use Bypass options in RTPCs or Bypass Effect Actions in Events to remove Effects for certain game scenarios or Events. Default value: false |
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