Table des matières

Exploring the Wwise Interface

The Wwise interface is divided into several different views. Each view has a specific purpose and gives you access to a series of tools or options that help you manage and define the content for your game. Views are grouped together to create layouts, which facilitate the work involved for a particular task or job. There are different layouts available in Wwise. Refer to Working with Layouts for more information.

At the top of each layout is the menu bar and toolbar. The menu bar gives you access to all basic information, such as the project name, and commands, such as: saving projects, changing layouts, opening views, and opening help entries for properties. The toolbar provides quick access to certain tools, such as the Platform or Language Selectors, the Capture tools, the Remote Platform Connector, and the Search tool.

When you first start Wwise, the Designer layout is displayed.

It consists of the following views:

  • Project Explorer: The main area where you manage and organize the various elements of your Wwise project. The Project Explorer contains the following tabs:

    • Audio: A hierarchical tree view, much like Windows Explorer and Mac Finder, where you can organize the assets in your project. The Audio tab has three main hierarchies: the Master-Mixer Hierarchy, the Actor-Mixer Hierarchy, and the Interactive Music Hierarchy.

    • Events: Displays the Events, both Action and Dialogue Events, in your project.

    • SoundBanks: Displays all the SoundBanks in your project.

    • Game Syncs: Displays all the Switches, States, Game Parameters, and Triggers in your project.

    • ShareSets: Displays all the Effect and Attenuation ShareSets in your project.

    • Sessions: Displays all the Soundcaster sessions in your project.

    • Queries: Displays all the Queries in your project.

  • Event Viewer: Displays the different Events that have been created for the current project. The Event Viewer has three different tabs: Filtered, Current Selection, and Orphans, each of which filters the Events in a different way.

  • Property Editor: Contains a collection of properties and behavior options that you can use to define the overall characteristics of a particular object within your sound, music, or bus structures.

  • Contents Editor: Displays the object or objects that are contained within the parent object that has been loaded into the Property Editor. The Contents Editor also gives you quick access to some of the most common properties associated with each object, such as volume and pitch.

  • Transport Control: Plays back your objects. The Transport Control contains the traditional controls associated with the playback of audio, such as play, stop, and pause.

  • Meter view: Displays color-coded values per channel of three different kinds of levels, namely Peak, True Peak, and RMS. For ambisonic busses, the Meter view can also display the 3D Meter, which shows directional data.