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The Property Editor contains the properties and behavior options for the selected random or sequence container. Object properties determine the characteristics of the sound and motion objects when they are played in-game. Object behaviors determine which sound and motion objects are played back at any given point in the game.
The Property Editor is divided into three separate areas. The first area includes all the absolute properties, such output routing. The middle area includes all the relative properties, such as volume and pitch. The last area, on the right, includes all the behaviors. For a complete description of absolute and relative properties, refer to About Properties in the Project Hierarchy.
For a description of the properties on the Source Settings, Effects, Positioning, RTPC, States, and Advanced Settings tabs, refer to Common Properties.
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Note |
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The properties and behaviors for the random and sequence containers are displayed in the same Property Editor. |
Refer to Understanding the Voice Pipeline to learn about how voices are being processed, how they are being routed and where the different volumes and effects are being applied.
General | |||||||
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Interface Element |
Description |
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Name |
The name of the object. |
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PF |
Determines whether the object is included or excluded from the current platform. When selected, the object is included in the current platform. When unselected, the object is not included. When this option is unselected, the property and behavior options in the Property Editor become unavailable. |
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Notes |
Any additional information about the object properties. |
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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.
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Relative Properties | ||||
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Interface Element |
Description |
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Voice Volume |
The attenuation (level or amplitude) applied on the audio object before it is being routed to a bus or sent to an auxiliary bus. Refer to Understanding the Voice Pipeline for more information about volumes. Default value: 0
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Voice Pitch |
The playback speed of an audio object, where: Pitch 0 = Normal speed. Pitch 1,200 = 2 x speed. Pitch 2,400 = 4 x speed. Pitch -1,200 = 0.5 speed Pitch -2,400 = 0.25 speed Default value: 0 1,200 cents is equivalent to one octave. |
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Voice Low-pass Filter |
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 On the Wii platform, Wwise uses the Wii DSP low-pass filter. |
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Voice High-pass Filter |
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 High-pass filter is not available on the Wii, Vita Hardware, and 3DS. |
Output Bus | |||||||
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Interface Element |
Description |
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Override parent |
Determines whether the routing will be inherited from the parent or defined at the current level in the hierarchy. When this option is not selected, the output controls are unavailable. If the object is a top-level object, this option is unavailable. |
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Bus |
The audio bus in the Master-Mixer hierarchy through which the object is routed. This option is unavailable when the object is inheriting the output properties from the parent. The audio bus can be unlinked to create a different routing path on a specific platform. For more information, see To unlink the output routing for the current platform:. |
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Opens the Project Explorer - Browser where you can select the audio bus through which the object will be routed. |
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Volume (to Output Bus) |
The attenuation or amplitude of the signal routed to the audio output bus. Default value: 0
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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 |
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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 |
Game-defined Auxiliary Sends | ||||
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Interface Element |
Description |
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Override Parent |
Determines whether the game-defined auxiliary sends usage will be inherited from the parent or defined at the current level in the hierarchy. When this option is not selected, the game-defined auxiliary controls are unavailable. If the object is a top-level object, this option is unavailable. |
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Use game-defined auxiliary sends |
Determines whether the object is using the game-defined auxiliary sends for the game object. A game-defined send is a combination of a auxiliary bus and a send volume. Enable this option to have the object affected by the values coming from the game for the following functions:
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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. Default value: 0
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User-defined Auxiliary Sends | |||||||
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Interface Element |
Description |
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Override Parent |
Determines whether the user-defined auxiliary sends usage will be inherited from the parent or defined at the current level in the hierarchy. When this option is not selected, the user-defined auxiliary controls are unavailable. If the object is a top-level object, this option is unavailable. |
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ID column (User-defined Auxiliary Sends) |
Determines the ID of the user-defined auxiliary sends. Up to 4 different sends can be added. |
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Auxiliary Bus column (User-defined auxiliary sends) |
Determines the Auxiliary bus this object is sending audio data to. Auxiliary sends can only target Auxiliary Busses objects. To add an auxiliary send:
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[...] column (User-defined auxiliary sends) |
Allow to select an auxiliary bus from the Master-Mixer hierarchy. |
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Volume column (User-defined auxiliary sends) |
Determine the attenuation of the signal sent to the auxiliary bus. Default value: 0
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Random/Sequence Container Specific | ||||
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Interface Element |
Description |
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Initial Delay | ||||
Initial Delay |
Initial delay applied before playing (in seconds). This delay will be added to parents and children Initial delay.
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Scope | ||||
Global |
All instances of the container used in the game are treated as one object so that repetition across game objects is avoided. For example, when a group of characters within your game all use the same sentences, you can use the Global option to ensure, using the Random, Shuffle, and Step features, that a different sentence will be spoken each time a character speaks. |
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Game object |
Each instance of the container is treated as a separate entity and therefore no sharing occurs across game objects. |
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Play Type | ||||
Random |
Defines the container as a random container, which means that objects within the container will be played back in a random order. There are two different modes of random playback: Standard and Shuffle. |
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Standard |
Keeps the pool of objects within the container intact. After an object is played, it is not removed from the possible list of objects that can be played and can therefore be repeated. |
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Shuffle |
Removes objects from the pool after they have been played. This option avoids repetition of sounds until all objects have been played. The last object played cannot be repeated when the list is reset. |
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Avoid repeating last x played |
Determines how many other objects must be played before an object can be repeated. The behavior of this option is affected by whether you are in Standard or Shuffle mode. In Standard mode, the object played is selected completely randomly, but the last x objects played are excluded from the list. In Shuffle mode, when the container is looped, the last x objects played will be excluded from the list. If you have an unlooped random container that is set to shuffle and continuous, the “Avoid repeating last x played” option has no effect on the playback of your container. |
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Sequence |
Defines the container as a sequence container, which means that objects within the container will be played according to a user-specified playlist. |
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At end of playlist: |
Defines the playback behavior of the sequence after it has played the last object in the playlist. There are two options to choose from: Restart - Plays the list in its original order, from start to finish, after the last object in the playlist is played. Play in reverse order - Plays the list in reverse order, from last to first, after the last object in the playlist is played. |
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Play Mode | ||||
Step |
Plays only one object in the container each time it is played. |
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Continuous |
Plays the complete list of objects in the container each time it is played. |
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Always reset playlist |
Determines whether playback continues or returns to the beginning of the playlist when a container is replayed after being stopped during playback. If selected, the container returns to the beginning of the playlist. If unselected, the container will begin playback at the next object in the playlist. |
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Loop |
Enables controls that define the number of times the container will be played. |
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Infinite |
Specifies that the container will be repeated indefinitely. |
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No. of loops |
The number of times the container will be played. Default value: 2 Range: 1 to 32,767 |
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Transitions |
Enables controls that allow you to create and define a transition between the objects in the container. |
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Type |
A list of transitions that can be applied between objects in the container. There are four options to choose from: Xfade (amp) - Adds a crossfade between two objects using constant amplitude.
Xfade (power) - Adds a crossfade between two objects using constant power.
Delay - Adds a silence between two objects. Sample accurate - Creates seamless transitions with no latency between objects. Trigger rate - Determines the rate at which new objects within the container will be played. This option is useful for simulating rapid gun fire. There are some limitations and restrictions when using crossfade, sample accurate, and trigger rate transitions. |
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Duration |
The length of the crossfades or delay between clips. If Trigger rate is selected as the transition type, the duration defines the amount of time that will pass before the next sound is triggered. The Duration slider is unavailable when the Sample Accurate option is selected. Default value: 1 Slider range: 0 to 10 Input range: 0.000 to 60.000 Units: Seconds The maximum duration of a crossfade is equal to half the duration of the sound. In cases where the crossfade time is longer than half the duration of the sound, the crossfade duration is automatically adjusted to the maximum allowed. This automatic adjustment is performed by the sound engine at run time. Wwise does not limit or indicate that the crossfade time is too long for some of the sounds in the container. |
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