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Lesson 8: Mixing
Wwise Interactive Music
Table of ContentsCreating a Bus StructureCreating a Music MixerVolume and MeteringConfiguring Meters in the Mixing DeskAdjusting the Meter ViewUsing Loudness MeteringUsing a Compressor to Control VolumeAdding ReverberationApplying Reverb to MIDI TracksApplying Dynamic ReverberationPanning ConsiderationsSide-Chaining StingersConfiguring BussesTailoring Meter Output ValuesGenerating an RTPCMapping the ...
Configuring Meters in the Mixing Desk
Wwise Interactive Music
By default, Wwise provides a volume meter on the Master Audio Bus which appears in the Meter view to the right in the Designer layout and Mixer layout. While this gives you a sense of the final output volume when playing objects in Wwise, it would be helpful to have visual metering available for each of the busses in the Music Mixing Desk. You can see that the Wwise Audio Busses ...
If you completed Module 15: Using Soundcaster, you already have some familiarity with mixing in Wwise. In this module, you'll go a step further, learning how to use the Mixing Desk alongside the Soundcaster view. The Mixing Desk allows you to fine-tune the audio mix of your game by grouping a variety of properties in one view. You can populate the Mixing Desk with the specific objects you want ...
Create a Mixing Desk
Wwise Fundamentals
You'll start by opening the Mixer layout, which includes the Mixing Desk along with the Soundcaster, allowing you to make use of Soundcaster Sessions, like those created in Module 15: Using Soundcaster. The layout also includes the Project Explorer and Event Viewer. Launch Wwise and open a project file. Make sure you open the Module 16 project file. From the menu bar, click Layouts ...
Add objects to the Mixing Desk
Wwise Fundamentals
Now you'll add objects to the Mixing Desk by dragging them from the Project Explorer. Because the Mixing Desk only displays properties of objects that directly affect how a sound is played, it is not possible to add Event objects. In the Project Explorer’s Actor-Mixer Hierarchy, select the FireGem Magic, FireGem Blast, FireGem Explode, and FireGem_Flight objects, and drag them ...
To confirm that the ducking system you just configured works correctly, you’ll create a new Mixing Desk that includes the related busses. In fact, you'll include all of your busses since they represent the last stages of your game’s signal flow and using their meters lets you see if the signal feeding those busses is too high or too low. From the menu bar, click Layouts > Mixer (F8) ...
The Mixing Desk is a flexible and powerful mixing console that groups a variety of properties into one view allowing you to fine-tune the audio mix of your game in real time. You can add any object or bus to the Mixing Desk and then define object routing, apply effect and Attenuation ShareSets, edit state properties, and modify the properties of individual objects and busses. TipBy default in Wwise ...
Before you can use the Mixing Desk to fine-tune the mix of your game audio, you need to create and populate a Mixing Session. A Mixing Session is similar to a Preset or Soundcaster session in that it saves the contents of the Mixing Desk within your project so that you can go back to it at a later time. Each Mixing Session is saved on the Sessions tab of the Project Explorer, under its corresponding ...
The Mixing Desk is customizable, which means that you decide what types of information will be displayed. Using the Mixing Desk Settings dialog, you can add or remove different types of information, choose between property sliders or faders, and specify the height of the faders.To customize the information displayed in the Mixing Desk:Open the Mixing Desk by doing one of the following:From the menu ...
The Mixing Desk Settings dialog allows you to enable or disable the type of information displayed in the Mixing Desk. You can also define the height of the vertical faders and the meters. Interface Element Description Monitoring Activity Determines whether the monitoring information will be displayed in the Mixing Desk. The following activities can be monitored ...
Containers and Actor-Mixers can both be used to group the assets within your project hierarchy, but they are applied at different levels and serve different purposes.Containers are at the second level in the Actor-Mixer Hierarchy, which means they can be both parent and child objects. You can use containers to group sounds and containers. By “nesting” containers within other containers, you can achieve ...
Creating a Music Mixer
Wwise Interactive Music
Now that you have a proper bus structure you can use to easily control the relational volumes of various musical themes in Cube, you need a way to quickly control what you’ve just created. This can be done with the Mixer layout. Refer to the Wwise Fundamentals Module 16 to review the basics of the Mixer Layout. In the main menu, choose Layouts > Mixer. ...
This gives you a great deal of power while saving you time and streamlining the development process.You can use a combination of object types to group your assets and build the Actor-Mixer Hierarchy in your project. The following pages provide further details on working with these object types. What is a sound object? Grouping objects to create your Actor-Mixer Hierarchy Building ...
Types of containers - these are mainly used to play a group of objects according to a certain behavior, such as Random, Sequence, or Switch. Using containers and Actor-Mixers within the Actor-Mixer Hierarchy - these are generally used to specify the overall properties of a group of objects, such as volume and pitch. NoteVirtual Folders can also be used to group objects ...
After you have created your project, you can start creating the structure for your assets in the Audio tab of the Project Explorer. The non-music structure that will contain these assets is called the Actor-Mixer Hierarchy. You can add objects to the Actor-Mixer Hierarchy and create relationships by grouping them at different levels in the hierarchy. The following table lists the kinds of objects ...
You have a great deal of flexibility in creating your hierarchical structure in Wwise. Adopting a coherent strategy at the beginning of a project can save you time and effort later on. Of course, there are multiple ways to approach any audio project; these are some concepts to consider to help you achieve the best results for your game. Grouping objects in the Actor-Mixer HierarchyBefore you start ...
Adding bussesTo create the structure for your audio routing, you can add Audio Busses to the Master Audio Bus. You can also create other master busses to mix for other outputs. When using Motion, you should also create a master bus for motion devices, and route all sounds (motion is only low-frequency audio) to a bus in that hierarchy. After you have created a child bus under the master ...
The Master-Mixer Console is a mixing console that groups a variety of bus properties into one view so that you can create the final mix of your game audio. When you are connected to a game, you can audition and then tweak the properties of your audio and motion as it is being played back in game in real time. You can also monitor specific information related to the objects that are routed through ...
The Master-Mixer Console gives you quick access to all the controls available for the Audio Busses in the Master-Mixer Hierarchy. When troubleshooting, simulating, or mixing sounds, music, or motion, you can quickly mute, solo, change the properties of an Effect, or change the volume and pitch settings for a particular bus. Interface Element Description Opens a search field where ...
The Master-Mixer Hierarchy is a hierarchical series of busses at the top of your project hierarchy that allow you to group many different sound and motion structures according to the main categories within a game. For example, you can group all the interactive music sound structures and all the voices under one Audio Bus, all the sound effects structures under another Audio Bus, all the motion effects ...