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Physical Folder
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A folder that represents an actual directory on disk. All Wwise Work Units are
found within a Physical Folder.
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Virtual Folder
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A folder that can be added throughout the Project Explorer to group project
elements.
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Master Mixer Icons
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Audio Bus
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A sound object grouping that allows you to work with different structures within
a game. For example, you can group all the environmental sound structures under one
Audio Bus and all the player sound structures under another.
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Auxiliary Bus
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A sub-grouping of sound objects anywhere in the project for adjusting
volume, bus configuration, positioning, and RTPC, as well as applying Effects or
States before routing back to a parent Audio Bus.
Ducking, HDR, and voice mix adjustments are not possible in an Auxiliary
Bus.
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(Audio)
(Auxiliary)
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Mixing
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A processing status that Wwise can apply to both Audio Busses and Auxiliary
Busses. The properties of a Mixing bus are passed down to objects routed to the bus
and to child busses. Any Effects defined on the bus are processed, and the result is
output in a channel-based format.
| Caution |
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When sounds are routed to a Mixing bus, any Metadata associated with the sound
will be lost or used in the channel-based mix. This Metadata cannot be restored
and will no longer be available for use by any Audio Object Processor or endpoint. |
Refer to Understanding the Bus Icons and Processing Status for further
details.
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(Audio)
(Auxiliary)
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Processing Audio Objects
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A processing status that Wwise can apply to both Audio Busses and Auxiliary
Busses. All properties of this bus are passed down to objects routed to the bus and
to child busses. Any Effects defined on the bus are processed, and the result is
output as Audio Objects.
Refer to Understanding the Bus Icons and Processing Status for further
details.
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(Audio)
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Not Mixing
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A processing status that Wwise can apply to Audio Busses. The properties of a
Non-Mixing bus are passed down to objects routed to the bus and to child busses,
however, no processing is performed and hence the format of the objects and children
is not modified. Any properties authored on a Non-Mixing bus are applied to the
routed objects at voice level.
Refer to Understanding the Bus Icons and Processing Status for further
details.
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(Audio)
(Auxiliary)
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Processing
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A processing status that Wwise can apply to both Audio Busses and Auxiliary
Busses. The processing status of this bus will be resolved as either Mixing or
Processing Audio Objects when the Wwise sound engine connects to the endpoint and
receives information concerning the format(s) supported.
| Note |
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When profiling in Wwise, the resolved status will be displayed in the General
Settings tab of the Property Editor, but not in the Project Explorer. |
Refer to Understanding the Bus Icons and Processing Status for further
details.
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Actor-Mixer Icons
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Audio source
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A separate abstraction layer between the audio file and the object. It is
linked to the audio file imported into your project and is where you define the
Conversion Settings (for the active game platforms).
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Source Plug-in
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An audio source that is created by a source plug-in coming from outside of
Wwise.
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Sound SFX
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A sound object containing sound effects.
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Sound Voice
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A sound object containing voice-over or character dialogue.
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Work Unit
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A distinct XML file that allows you to divide up your project into separate
segments so that different members of your team can work on different parts of the
project concurrently. These XML files can be easily managed by your source control
system.
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Actor-Mixer
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A hierarchical structure of one or more sounds, containers, and/or Actor-Mixers.
You can use an Actor-Mixer to apply properties to all objects below it.
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Blend Container
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A group of one or more objects and/or containers that are played back
simultaneously. The sounds and containers within the Blend Container can be grouped
into blend tracks where sound properties are mapped to Game Parameter values using
RTPCs. Crossfades can also be applied between the objects within a blend track based
on the value of a Game Parameter.
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Random Container
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A group of one or more objects and/or containers that are played back in a
random order.
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Sequence Container
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A group of one or more objects and/or containers that are played back according
to a specific order or playlist.
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Switch Container
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A group of objects and/or containers that are organized into a series of
Switches or States, so that they can be played when the associated Switch or State
is called by the game.
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Interactive Music Icons
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Music Track
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A music object that contains arrangements of individual music clips that are
displayed in waveform so that you can visually align them in a Music Segment.
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Music Track - Random Step
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A Music Track that plays back its sub-tracks in random order each time its
parent Music Segment is played.
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Music Track - Sequence Step
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A Music Track that plays back its sub-tracks in sequential order each time its
parent Music Segment is played.
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Music Track - Switch
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A type of Music Track that plays back its sub-tracks according to the associated
Switches/States of the specified Switch/State Group.
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Music Segment
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A music object that contains Music Tracks that can be aligned using sync points
for musical arrangements in interactive music.
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Music Playlist Container
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A group of one or more segments that are organized in a particular way so that
they can be played back in a random order or according to a specific order.
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Music Switch Container
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A group of one or more Music Segments and containers that are organized into
series of Switches or States, so they can be played when the associated Switch or
State is called by the game.
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Other Project Element Icons
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Event
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A method to trigger audio or motion in game using an action or series of
actions, such as Play, Mute, and Pause, that have been applied to one or more Wwise
objects.
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Dialogue Event
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A method to trigger audio, which may or may not be dialogue, or motion in game
using a combination of State/Switch Groups and States/Switches arranged into paths
that have been assigned to an object in the Wwise Actor-Mixer Hierarchy.
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SoundBank
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A group of Events, Wwise objects, and media that will be loaded into the game's
platform memory at a particular point in a game.
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Switch Group
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A collection of related Switches that have been grouped together to help manage
the different alternatives that exist for a given element within the game.
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Switch
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An alternative that exists for a particular element within the game.
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State Group
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A collection of related states that have been grouped together to help manage
the global changes that occur in the game environment.
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State
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A global offset or adjustment to the game audio properties that represent
changes in the physical and environmental conditions in the game.
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Game Parameter (RTPC)
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A parameter in your game, such as speed and RPMs in a car racing game, that can
be mapped to Wwise property values using RTPCs.
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Trigger
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A particular action in game that leads to the playback of one short piece of
music.
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Effect ShareSet
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Audio Effect settings that can be used to enhance the audio in your game. These
settings have been saved as a ShareSet and can be shared between objects.
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Attenuation ShareSet
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Attenuation settings related to the volume of a sound based on its distance from
the listener. These settings have been saved as a ShareSet and can be shared between
objects.
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Conversion Settings ShareSet
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Conversion settings, which include sample rate, audio format, and number of
channels, help to define the overall quality of your audio output. These settings
have been saved as a ShareSet and can be applied and shared between objects.
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Soundcaster Session
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A group of sound, music, motion, and Event modules arranged in a particular
order that have been saved along with Game Sync settings for the purposes of a
simulation.
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Mixing Session
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A group of busses and/or objects, along with their corresponding properties,
that have been saved within a type of mixing console for the purposes of fine-tuning
the audio mix of your game.
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Query
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A specific set of search criteria used to find a particular object or project
element.
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Property Editor and Effect Editor Splitters
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No split
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The editor displays a single tab of information.
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Column split
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The editor displays two tabs of information in vertical panels.
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Row split
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The editor displays two tabs of information in horizontal panels.
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Property Value Indicators
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