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States Tab - Music Objects

In the States tab you can assign states to a music object to further define the characteristics of the music when a particular state is enabled. You can use the default state properties, you can set state values, or you can completely disable a state for the current music object. For music objects, you can also specify at which points within the music where state changes can occur.

General

Interface Element

Description

Name

The name of the object.

PF

Determines whether the object is included or excluded from the current platform. When selected, the object is included in the current platform. When unselected, the object is not included.

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

Notes

Any additional information about the object properties.

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.

States

Interface Element

Description

Opens a search field where standard alphanumeric entries filter out unmatching elements from the view. Learn more in Using Tables.

Click the Close icon to the left of the search icon to close the search field and remove the filter.

[Note] Note

The searches do not include elements in collapsed nodes of the List View, Query Editor, MIDI Keymap Editor, and Reference View.

[Add >>]

Opens the State Group selector menu where you can select an existing state group or create a new one. The choosen state group is added to the list of subscribed state groups.

[Remove]

Remove the selected state groups from the list of subscribed state groups.

[Copy State Values...]

Opens the Copy State Values dialog box.

Columns

State

The states and state groups assigned to the current object.

Volume

The level or amplitude of the audio output. Select one of the following options to define how the volume levels will be applied to the current object for a particular state.

Default value: 0
Range: -200 to +200
Units: dB

[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.

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.

Default value: 0
Range: 0 to 100
Units: Percent
(For more detail, see Wwise LPF Value Cutoff Frequencies.)

On the Wii platform, Wwise uses the Wii DSP low-pass filter.

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.

Default value: 0
Range: 0 to 100
Units: Percent

High-pass filter is not available on the Wii, Vita Hardware, and 3DS.

Change occurs at:

Determines the point at which the state change occurs for the current music object. The following options are available:

Immediate - Change occurs immediately.

Next Grid - Change occurs at next pre-defined grid interval. The grid is an arbitrary method by which music objects can be virtually partitioned.

Next Bar - Change occurs at next bar.

Next Beat - Change occurs at next beat.

Next Cue - Change occurs at next cue. The next cue can be the Entry, Exit, or custom cue.

Next Custom Cue - Change occurs at next custom cue.

Entry Cue - Change occurs at Entry cue.

Exit Cue - Change occurs at Exit cue.

If several music objects are playing, the state change occurs for all music objects at the first defined opportunity.


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