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Property Editor: Random Container and Sequence Container

The Property Editor contains the properties and behavior options for the selected Random or Sequence Container. Object properties determine the characteristics of the sound and motion objects when they are played in-game. Object behaviors determine which sound and motion objects are played back at any given point in the game.

A Random Container is a group of one or more objects that are played back in a random order. A Sequence Container, on the other hand, is a group of one or more objects that are played back according to a specific playlist.

[Note]Note

An object, in this case, includes containers.

The General properties include relative properties, such as volume and pitch, as well as behaviors. See About properties in the project hierarchy to understand the difference between relative and absolute properties.

For a description of the MIDI and Advanced properties, refer to Common tabs and categories: Actor-Mixer Hierarchy objects.

Refer to Understanding the voice pipeline to learn about how voices are being processed, how they are being routed and where the different volumes and Effects are being applied.

General

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.

[Tip]Tip

Hold the Ctrl key while clicking a solo button to exclusively solo the object for which the solo button is associated.

[Note]Note

Mute and Solo are designed to be used for monitoring purposes only and are not persisted in the project or stored in the SoundBanks.

(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.

Enter text in the search field to find specific properties or property groups. Results are displayed as you type. The search is not case-sensitive and searches all properties associated with an object, even if their category is not selected for display.

When a search is active, an x appears at the far-right side of the field and all category buttons are unavailable. Click the x to clear the search.

(Only Show Modified)

When selected, only properties that have been modified from their default value are displayed and all category filter buttons are unavailable. If a search is active, it is only applied to modified properties.

Modified properties are displayed with an orange band at the left side of the property list and at the left side of the corresponding category button.

(Show/Hide Category Filters)

Opens a list of all categories associated with the object currently loaded in the Property Editor. For each category selected in the list, a corresponding button is displayed at the top of the list of properties. Select these buttons to display the related properties. Ctrl+click or Shift+click to select multiple buttons.

Always Show Additional Properties expands the less frequently used properties, which are collapsed by default.

(More Options)

Opens the following options:

  • Reset Expand/Collapse to Default: Returns to the default expansion.

  • Collapse All: Collapses all categories and groups in the Property Editor.

  • Expand All: Expands all categories and groups in the Property Editor.

(Open Property Editor Settings)

Opens the Object Property Settings dialog, which allows you to configure which properties are available for display in the Property Editor.

(Open in New Window)

Duplicates the Property Editor as a floating view. An instance of the editor remains in the Object Tab.

Random Sequence Container

Interface element

Description

Specific

Initial Delay

Initial delay applied before playing. This delay will be added to parents and children Initial delay.

[Note]Note

This delay changes the behavior of a container in Trigger rate mode as the delay of its children will be applied additionally to the Trigger rate duration.

[Note]Note

The Source Editor’s Play Cursor start position is not respected when there is an Initial Delay. For more information, refer to the Source Editor documentation .

[Note]Note

Using the built-in parameters to control an RTPC can lead to problems if that RTPC is tied to Initial Delay or Priority. Built-in parameters are computed when a sound plays on a given game object, so they work great for most sound properties. Logical control of playback items like Initial Delay and Priority are not suited while using the built-in parameters to control an RTPC since their value is unknown at the moment the Play Action is posted.

Default value: 0

Range: 0 to 3600

Units: s

Random or Sequence

  • Random: Defines the container as a Random Container, which means that objects within the container will be played back in a random order. There are two different modes of random playback: Standard and Shuffle.

  • Sequence: Defines the container as a Sequence Container, which means that objects within the container will be played according to a user-specified playlist.

Default value: Random

Random type

  • Standard: Keeps the pool of objects within the container intact. After an object is played, it is not removed from the possible list of objects that can be played and can therefore be repeated.

  • Shuffle: Removes objects from the pool after they have been played. This option avoids repetition of sounds until all objects have been played. The last object played cannot be repeated when the list is reset.

Default value: Standard

Avoid repeating

Determines how many other objects must be played before an object can be repeated.

The behavior of this option is affected by whether you are in Standard or Shuffle mode.

In Standard mode, the object played is selected completely randomly, but the last x objects played are excluded from the list.

In Shuffle mode, when the container is looped, the last x objects played will be excluded from the list.

If you have a non-looping Random Container that is set to shuffle and continuous, the “Avoid repeating last x played” option has no effect on the playback of your container.

Default value: true

Avoid repeating last x played

Determines how many other objects must be played before an object can be repeated.

The behavior of this option is affected by whether you are in Standard or Shuffle mode.

In Standard mode, the object played is selected completely randomly, but the last x objects played are excluded from the list.

In Shuffle mode, when the container is looped, the last x objects played will be excluded from the list.

If you have a non-looping Random Container that is set to shuffle and continuous, the “Avoid repeating last x played” option has no effect on the playback of your container.

Default value: 1

Range: 1 to 999

Sequence At End of Playlist

Defines the playback behavior of the sequence after it has played the last object in the playlist. There are two options to choose from:

  • Restart: Plays the list in its original order, from start to finish, after the last object in the playlist is played.

  • Play in reverse order: Plays the list in reverse order, from last to first, after the last object in the playlist is played.

Default value: Restart

Mode

Step or Continuous

Step: Plays only one object in the container each time it is played.

Continuous: Plays the complete list of objects in the container each time it is played. The container has to be stopped with a Stop Action if configured to loop indefinitely.

Default value: Step

Scope

  • Global: All instances of the container used in the game are treated as one object so that repetition across game objects is avoided. For example, when a group of characters within your game all use the same sentences, you can use the Global option to ensure, using the Random, Shuffle, and Step features, that a different sentence will be spoken each time a character speaks.

  • Game object: Each instance of the container is treated as a separate entity and therefore no sharing occurs across game objects.

Default value: Global

Always reset playlist

Determines whether playback continues or returns to the beginning of the playlist when a container is replayed after being stopped during playback.

If selected, the container returns to the beginning of the playlist. If unselected, the container will begin playback at the next object in the playlist.

Default value: true

Mode > Loop

Loop

Enables controls that define the number of times the container will be played.

Default value: false

Infinite

Specifies that the container will be repeated indefinitely.

Default value: Infinite

No. of loops

The number of times the container will be played.

Default value: 2

Range: 1 to 32767

Mode > Transitions

Transitions

Enables controls that allow you to create and define a transition between the objects in the container.

Default value: false

Type

A list of transitions that can be applied between objects in the container.

  • Xfade (amp) - Adds a crossfade between two objects using constant amplitude.

  • Xfade (power) - Adds a crossfade between two objects using constant power.

  • Delay - Adds a silence between two objects.

  • Sample accurate - Creates seamless transitions with no latency between objects.

  • Trigger rate - Determines the rate at which new objects within the container will be played. This option is useful for simulating rapid gun fire. Alternatively, you can use MIDI to post each bullet sound with greater precision. Refer to Simulating Rapid Gunfire in the SDK documentation for details.

There are some limitations and restrictions when using Xfade, Sample accurate, and Trigger rate transitions. A couple of notable ones are:

  • Blend and Switch Containers do not work with crossfades (Xfade). A Random/Sequence Container’s Xfade will fail when any of its child Blend or Switch Containers play; and

  • Fade outs of stop Actions do not propagate on containers using Xfade or Trigger rate transitions. Whenever a StopEvent is called on the container, with a fade out value that is longer than the current segment that’s playing, the sound will just cut off abruptly when that segment ends. The workaround to this is to use a Set Voice Volume action to create the fade and delay the Stop action.

Default value: Xfade (amp)

Duration

The length of the crossfades or delay between clips. If Trigger rate is selected as the transition type, the duration defines the amount of time that will pass before the next sound is triggered.

The Duration slider is unavailable when the Sample Accurate option is selected.

The maximum duration of a crossfade is equal to half the duration of the sound. In cases where the crossfade time is longer than half the duration of the sound, the crossfade duration is automatically adjusted to the maximum allowed. This automatic adjustment is performed by the sound engine at runtime. Wwise does not limit or indicate that the crossfade time is too long for some of the sounds in the container.

Default value: 1

Range: 0 to 3600

General

Interface element

Description

Specific

Override Color

Enables the Color slider to change the color chip of the selected objects.

Default value: false

Color

Displays a square filled with either the object’s defined color, or if none is set, a randomly applied color. This key helps identify the object line displayed in the graph view.

Default value: 0

Range: 0 to 26

Inclusion

Determines whether the element is included in the SoundBanks when they are generated. When selected, the element is included. When unselected, the element is not included.

To optimize your sound design for each platform, you might want to exclude certain elements on certain platforms. By default, this check box applies across all platforms. Use the Link indicator to the left of the check box to unlink the element. Then you can customize the state of the check box per platform.

When this option is unselected, the property and behavior options in the editor become unavailable.

Default value: true

Voice

Voice Volume

The attenuation (level or amplitude) applied on the current object before it is routed to a bus or sent to an Auxiliary Bus. Refer to Understanding the Voice Pipeline for more information about volumes.

[Note]Note

The default slider range is from -96 to +12 dB. You can go over those limits by entering the value directly or by rolling the mouse while the focus is on the edit control.

Default value: 0

Range: -200 to 200

Units: dB

Voice Pitch

The playback speed of an audio structure, where:

  • Pitch 0 = Normal speed.

  • Pitch 1,200 = 2 x speed.

  • Pitch 2,400 = 4 x speed.

  • Pitch -1,200 = 0.5 speed

  • Pitch -2,400 = 0.25 speed

[Tip]Tip

1,200 cents is equivalent to one octave.

Default value: 0

Range: -2400 to 2400

Units: Cents

Voice Low-pass Filter

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.

For more detail, see Wwise LPF and HPF Value Cutoff Frequencies .

Default value: 0

Range: 0 to 100

Units: %

Voice High-pass Filter

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.

For more detail, see Wwise LPF and HPF Value Cutoff Frequencies .

Default value: 0

Range: 0 to 100

Units: %

Make-up Gain

Volume gain in decibels (dB) applied to the voice, after all other volume adjustments. The make-up gain is additive across the Actor-Mixer Hierarchy.

Refer to Understanding the voice pipeline to learn about how voices are being processed, how they are being routed and where the different volumes and Effects are being applied.

For more information about the Make-up Gain, refer to Using Loudness Normalization or Make-up gain to Adjust Volume .

[Note]Note

The default slider range is from -96 to +12. You can go over those limits by entering the value directly, or by rolling the mouse while the focus is on the edit control.

Default value: 0

Range: -96 to 96

Units: dB


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