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You can use the Game Object 3D Viewer Options to specify what information will be displayed in the Game Object 3D Viewer.
Interface Element |
Description |
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Game Objects | |
Show Active Voices Only | With this enabled, only game objects that have active voices are displayed in the viewer. A game object is considered to have active voices if an active voice is emitting from the game object, or if the game object is a listener of an active voice. |
Show Virtual Voices | With this enabled, game objects that have virtual voices are displayed in the viewer. |
Show Name Text |
Determines whether the name of the game object is displayed in the 3D Viewer. |
Show Position Text |
Determines whether the coordinates of the game object are displayed in the 3D Viewer. |
Show Input Channels Text |
Indicates which channels are emitted for each position of a given Game Object.
Toggling the Input Channels option on will show the channel mask for each position of a given Game Object if these positions only use a subset of the possible source channels. For example, when the Game Object positions are set using the AkChannelEmitter version of
Toggling the Input Channels option on does not result in any noticeable change if all channels are emitted from all positions of a given Game Object. |
Show Axis |
Determines whether arrows aligned with the front and top axes of the game object are displayed in the 3D Viewer. These arrows are shown in the same color as the Z and Y axes, respectively. |
Axis Length |
The length of the top and front axes indicating emitter or listener orientation.
Default value: 1 |
Voices and Busses | |
Show Name Text |
Determines whether the names of the Attenuation ShareSets used, if any, are displayed in the 3D Viewer. |
Show Attenuation Radius |
Determines whether the attenuation radius of the voice, if any, is displayed in the 3D Viewer. |
Show Attenuation Cone |
Determines whether the attenuation cone of the voice, if any, is displayed in the 3D Viewer. |
Show Spread Cones |
Determines whether spread cones are displayed on the listener game object in the 3D Viewer. |
Spread Cones Size |
Adjusts the size of the spread cones.
Default value: 2.0 |
Spatial Audio | |
Geometry Opacity |
Adjusts visibility of the Spatial Audio Geometry within the Game Object 3D Viewer, where 0 is transparent and 1 is fully opaque.
Default value: 0.5 |
Portal Opacity |
Adjusts visibility of Spatial Audio Portals within the Game Object 3D Viewer, where 0 is transparent and 1 is fully opaque.
Default value: 0.5 |
Show Portal Info |
Determines if captured Portal information, such as the name, orientation, and state, is displayed. |
Display as Wire Frame |
Determines if Portals and Geometry are displayed as transparent wire frames or as solid colored texture. |
Show Reflection Paths |
Determines whether reflection paths are displayed in the 3D Viewer. These paths are created by Spatial Audio to be sent to the Reflect Effect plug-in. They represent the path the emitted sound takes to reach the listener after reflecting off the Spatial Audio Geometry. |
Show Reflection Image Sources |
Determines whether image sources are displayed in the 3D Viewer with an icon. They represent the position of image sources created with the Reflect Effect plug-in. |
Show Diffraction Paths |
Determines whether diffraction paths are displayed in the 3D Viewer. They represent the path the emitted sound takes to reach the listener after diffracting from Spatial Audio Portals or Geometry edges. |
Show Diffraction Edges |
Determines whether diffraction edges are displayed on the Spatial Audio Geometry in the 3D Viewer. |
Radial Emitter Opacity |
Adjusts visibility of the Spatial Audio Radial Emitter radii within the Game Object 3D Viewer, where 0 is transparent and 1 is fully opaque.
Default value: 0.5 |
Show Transition Regions |
Determines whether Reverb Zone Transition Regions are displayed in the 3D Viewer. |
UI Scaling | |
Text Size |
Multiplies the size of the text in the 3D Viewer.
Default value: 1.0 |
3D Object Icon Size |
Multiplies the size of the Game Object icons.
Default value: 1.0 |
World Scaling | |
World Orientation |
The vector pointing up in the graph of the 3D Viewer. The following options are available:
|
Game Units to Meters |
The number of game units in a meter. This helps adapt the size of settings in meters
Default value: 1
You don't need to adjust this setting if it is set by your game with the |
Show Grid |
Determines whether a grid on the floor plane is displayed in the 3D Viewer. |
Grid Subdivision Size |
The spacing between the lines of the floor grid.
Default value: 1 |
Show World Axis |
Determines whether the world axis indicator is displayed in the 3D Viewer. |
Camera Navigation | |
Walk Movement Speed |
Determines the speed of camera movement.
Default value: 1.0 (approximately 15 units per second) |
Shift Key Speed Multiplier |
Multiplier used to determine the acceleration when holding Shift and moving the camera.
Default value: 3 |
Invert Mouse |
Inverts the up and down directions when using the mouse. |
Spatial Audio Debug | |
Room Extent Opacity |
Adjusts visibility of the Spatial Audio Room Extent within the Game Object 3D Viewer, where 0 is transparent and 1 is fully opaque. The room extent is a bounding box computed from the different vertices of the room. The room extent is used in the calculation of the room wet transmission spread. Refer to Setting up Room Geometry for further details.
Default value: 0.0 |
Display Inaudible Paths |
Determines whether inaudible paths are displayed or hidden in the 3D Viewer. |
Display Transparent Triangles |
Enable/Disable the display of transparent triangles. Transparent triangles are triangles with a transmission loss of 0.0. |
Spatial Audio Ray Casting | |
Display Reflection Rays |
Displays the reflection rays cast by the ray casting engine instead of the audio paths. The reflection rays are cast to sample the environment and find potential reflection paths. |
Display Diffraction Rays |
Displays the diffraction rays cast by the ray casting engine instead of the audio paths. The diffraction rays are cast to sample the environment and find potential diffraction paths. |
Display Edge Receptors |
Displays the edge receptors. Edge receptors are used by the ray casting engine to find potential diffraction edges. |
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