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Property Editor: Auxiliary Bus

General

Interface Element

Description

[name]

The name of the object.

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.

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.

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.

Notes

Any additional information about the object properties.

Sets the display of the Property Editor's selected tabs. By default, there is one panel that displays a single selected tab. You can, however, click a splitter button to display two panels, divided horizontally or vertically. The selected option is highlighted with a background color.

You cannot open the same tab in both panels. If you try to open the same tab in both panels, the first panel automatically opens a different tab.

[Tip]Shortcuts for selecting tabs

  • Press Ctrl and the number that corresponds to the number of the Property Editor tab you want to view. For example, Ctrl+4 opens the RTPC tab if it is the fourth visible tab.

Relative Properties

Interface Element

Description

Bus Volume

The attenuation (level or amplitude) applied on the audio signal at the bus or Auxiliary Bus level. Refer to Understanding the voice pipeline for more information about volumes.

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.

Bus Specific

Interface Element

Description

Bus Configuration

Determines in which configuration the bus output is formatted and can affect the processing status of the bus. You can use this setting to save CPU and memory by deferring mixing until further along the bus pipeline or reducing the number of channels for which Effects inserted on a bus must be processed.

Some of the available options are:

  • Same as parent - The bus inherits the bus configuration of its parent bus and has the potential to be non-mixing. This would save CPU and memory by propagating the properties of the bus to its input without requiring any processing. However, if the bus has certain features such as Effects, processing is performed and the potential savings are lost. Refer to Understanding the Bus Icons and Processing Status for further details.

  • Same as main mix - The bus inherits the bus configuration of the Main Mix of the Audio Device at the end of the bus pipeline. This option provides flexibility in that the bus configuration is determined by the endpoint at runtime.

  • Same as passthrough mix - The bus inherits the bus configuration of the Passthrough Mix of the Audio Device at the end of the bus pipeline. This option provides flexibility in that the bus configuration is determined by the endpoint at runtime. If 3D audio is active and the endpoint supports the Passthrough Mix, the bus output is formatted as 2.0. Otherwise, the bus functions as if Same as main mix were selected.

  • Audio Objects - The bus produces Audio Objects. These are audio buffers accompanied by Metadata that, if all conditions are met, could be passed to an endpoint to be rendered with spatialized effects.

The Bus Configuration of any top-level bus, such as the Master Audio Bus, is automatically set to Defined by device. This is because these busses always inherit the bus configuration of the associated Audio Device.

For more information on these and other options in the list, refer to Understanding Bus Configurations .

Default value: Same as parent

(Meter)

A per channel peak meter. For more information about speaker configurations and channels, refer to Understanding Bus Configurations.

The signal level is green under -6 dB, yellow from -6 to 0 dB, and red over 0 dB.

The meter data source can be synchronized with the currently playing objects or, when a profiling session is present, with historical values. When the meter is showing the profiling session history, use the LIVE button on the Wwise toolbar to return to current values.

[Note]Note

Meters are not available on non-mixing busses. Refer to Understanding the bus icons and processing status for more information on the various processing statuses.

Bus Status (Authoring)

Interface Element

Description

Processing

Displays the processing status of the bus based on how the project has been authored in Wwise; the processing status at runtime may differ. Refer to Understanding the bus icons and processing status for details on how the processing status is determined.

Bus Config.

Displays the bus configuration at the Pre-Effects stage based on how the project has been authored in Wwise; the bus configuration at runtime may differ.

When there is mixing on a bus, the Pre-Effects stage is after the mixing stage, but before any Effects are processed. For example, in the case of a bus with the bus configuration set to 2.0, all inputs are mixed to a stereo configuration, and then Effects are added to the stereo signal. The Bus Config. field displays the configuration of the bus between these two stages.

Out Config.

Displays the bus configuration at the Post-Effects stage (i.e., after both mixing and Effects have been processed). This is based on how the project has been authored in Wwise; the bus configuration at runtime may differ.

Because Effects have the ability to change the bus configuration, the Out Config. can differ from the Bus Config. For example, consider a bus with the Reflect plug-in. The Bus Config. could be 1.0, while its Out Config. would be Audio Objects.

If there are no Effects inserted on a bus, Bus Config. and Out Config. are equivalent. When there are Effects inserted on a bus, the Out Config. will indicate 'Unknown' unless you are profiling captured data from the sound engine. In this case, the actual Out Config. will be displayed.

Output Bus

Interface Element

Description

Volume (to Output Bus)

The attenuation or amplitude of the signal routed to the audio output bus.

[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.

[Tip]Tip

When using the User-Defined Auxiliary Sends in a wet/dry mix scenario, the Output Bus Volume would be associated with the dry level, as opposed to the auxiliary send volume, which would relate to the wet level. Use an RTPC on Output Bus Volume and Auxiliary Send Volumes to control the balance from the game.

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

Interface Element

Description

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.

[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: -200 to 200

Units: dB

[Note]Game-defined auxiliary sends properties in the All Properties tab

There are game-defined auxiliary sends properties for LPF and HPF, which can only be adjusted in the All Properties Tab.

User-Defined Auxiliary Sends

Interface Element

Description

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.

ID column (User-Defined Auxiliary Sends)

Determines the ID of the User-Defined Auxiliary Sends. Up to 4 different sends can be added.

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:

  1. Click the selector […] button.

  2. Select an Auxiliary Bus from the Master-Mixer Hierarchy.

  3. Click OK.

  4. Set the send volume for this newly added send.

[Note]Note

Auxiliary Busses can be created anywhere in the Master-Mixer Hierarchy as children of an existing Bus or an existing Auxiliary Bus.

[Tip]Tip

You can drag and drop an Auxiliary Bus object from the Project Explorer to the User-Defined Auxiliary Sends list to quickly add a send.

[...] column (User-Defined Auxiliary Sends)

Allow to select an Auxiliary Bus from the Master-Mixer Hierarchy.

User-Defined Auxiliary Send Volume

Determine the attenuation of the signal sent to the Auxiliary Bus.

[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.

[Note]Note

This control is only active when an Auxiliary Bus is selected for a specific send entry.

Default value: 0

Range: -200 to 200

Units: dB

[Note]User-defined auxiliary sends properties in the All Properties tab

There are user-defined auxiliary sends properties for LPF and HPF, which can only be adjusted in the All Properties Tab.

Early Reflections Auxiliary Sends

Interface Element

Description

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.

[Note]Note

It is also possible to assign a reflections Auxiliary Bus per Game Object via the Spatial Audio API. In the case that a reflections bus is assigned both via the API and to the sound in the authoring tool, the bus used for the sound is taken from the authoring tool.

[Note]Note

For reflections to be computed, the Wwise Spatial Audio library must be initialized and the game must send level geometry to Wwise Spatial Audio.

To add an auxiliary send:

  1. Click the selector […] button.

  2. Select an Auxiliary Bus from the Master-Mixer Hierarchy.

  3. Click OK.

  4. Set the send volume for this newly added send.

[Note]Note

Auxiliary Busses can be created anywhere in the Master-Mixer Hierarchy as children of an existing Bus or an existing Auxiliary Bus.

[Tip]Tip

You can drag and drop an Auxiliary Bus object from the Project Explorer to the User-Defined Auxiliary Sends list to quickly add a send.

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.

[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


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