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Recorder (ADM)

[Caution]Caution

This plug-in is experimental.

The Recorder (ADM) Effect plug-in records the signal passing through an audio object-format bus. The content is saved to a WAV file in ADM format, which records multiple beds and individual 3D objects with animation. The plug-in can be used both in Wwise Authoring and in game.

The channel count of the WAV file is fixed for the duration of the recording. The channels are allocated to main mix, passthrough mix, extra beds, and individual audio objects as needed. Channels are reused for objects of the same type. For example, after an audio object is destroyed, the channel it used is reused for the next audio object. Audio objects from the bus are assigned to main mix, passthrough, or audio objects using rules similar to the 3D Audio Bed Mixer or system audio output with 3D enabled. The Recorder (ADM) honors the Wwise System Output Settings metadata. In addition to the standard assignment rules, when Preserve Extra Beds is enabled, objects with no 3D Spatialization and no speaker panning are not mixed.

The WAV file is created as soon as audio begins passing through the bus. By default, this file is recorded to until silence is detected, and it's overwritten each time audio resumes. However, when the Hold property is enabled, a single file is created during a recording session, even if there are periods of silence. A Recorder(ADM) ShareSet with Hold enabled can be used in combination with the Set Effect and Reset Set Effect Event Actions. This makes it easy to control the recording time. (See Types of Event Actions for details.)

Known issues and limitations:

  • WAV files created by Recorder (ADM) cannot be imported into software that requires the Dolby Atmos Profile, such as ProTools or Nuendo. We recommend you use the EAR Production Suite in REAPER to load the recorded files.

  • Only the following bed formats are supported:

    • Mono

    • Stereo

    • 3.0 LCR

    • 5.0 Surround (no LFE)

    • 5.1 Surround

    • 7.1 Surround

    • 7.1.4 Surround

    2D objects in other formats, including ambisonics, are mixed into the main mix.

Recorder (ADM) properties

Interface Element

Description

Name

The name of the Effect instance.

Effect instances are a group of effect property settings. They can be one of two types: custom instances or ShareSets. Custom instances can be used by only one object, whereas ShareSets can be shared across several objects.

(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.

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

(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.

Notes

Additional information about the Effect.

Sets the display of the Effect Editor's selected tabs. By default, there is one panel displaying only one selected tab. You can, however, click a splitter button to split the panel into two, either side by side or one on top of the other, for two different tabs. The currently selected option is highlighted with a background color.

[Note]Note

You cannot display the same tab in both panels. If you select the tab that is currently displayed in the other panel, then the other panel will automatically display another tab.

Channel Count

The number of channels to write in the ADM output file. This count is fixed for the entire duration of the file. When the object count exceeds the number of available channels, objects will be mixed into the main mix.

Default value: 64

Range: 2 to 128

Main Mix Channel Config

The channel configuration of the main mix (bed). When objects cannot be written as dynamic objects due to exceeding the number of available channels, or the use of options that are not compatible with ADM objects, they will be mixed into the main mix.

Default value: 7.1

Enable Passthrough Mix

When enabled, create a stereo passthrough mix object in the ADM output file. This mix follows the same rules as the audio output device-level passthrough.

Default value: false

Preserve Extra Beds

When enabled, 2d objects are preserved as separate beds when possible instead of being sent to the main mix.

Default value: false

Apply Downstream Volume

When enabled, the gains applied at a higher level will apply to the output file. For example, if the volume of the Main Audio Bus is increased by 10 and that of a child Audio Bus is decreased by 15, then the child and all its children will inherit the sum total gain of -5. Although the gain is always audible, unless this option is enabled the audio file output by the recorder will not include it.

Default value: false

Hold

When enabled, the recorder will remain active even when there is no input. This can be used together with RTPC control to ensure a recording does not reset during periods of silence. The property must be disabled for the recorder to terminate.

Default value: false

Authoring Tool Output Path

Path

The name of the full or relative path (to your Documents folder) and the filename of the recording file. Use the selector button to the right to search for a file or location. Adding “%s” to the filename will include the current date and time in the filename when the Effect is invoked.

Status

The full path to the specified filename. If there are no issues, it has black font. If there are errors, they are listed in square brackets and - except for blank filepaths - in red font. These include the following:

  • [Will not record in Authoring Tool]: The filename path is blank.

  • [Invalid Filename]: The resulting filename path contains reserved characters (,:,",/,\,|,?,*) or exceeds system character length limit.

  • [Directory Not Found] - directory path: A directory in the specified filename path does not exist.

  • [Write Access Denied] - directory path: The user does not have write permission for the specified filename path.

[Note]Note

If there are any listed issues, the Authoring Tool Recoding Status becomes Cannot Record.

Game Output Path

Path

The filename relative to the location of the SoundBanks.

Caution: Mac paths must use a forward slash. While Windows will interpret both slashes and backslashes as folder separators, on Mac, a backslash will be interpreted as part of the filename.

Status

If there are no issues, it displays in black font the full path to the specified filename using the $(Game base path) relative variable. This variable corresponds to the location of the SoundBanks. For example, at runtime, if the SoundBanks are located at \Game\Audio\Soundbanks\Linux and the Path is set to Recording.wav, then $(Game base path)\Recording.wav represents \Game\Audio\Soundbanks\Linux\Recording.wav. If there are errors, they are listed within square brackets and—except for blank filepaths—in red font. These include the following:

  • [Will not record in Game]: The filename path is blank.

  • [Path Must Be Relative]: The path is absolute, which is not allowed.

  • [Invalid Filename]: The resulting filename contains invalid, reserved characters (,:,",/,\,|,?,* on Windows, : on macOS).


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