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To enhance your sound, you might want to create effects that influence the frequency components of the audio signal. Using the Parametric EQ plug-in, you can apply a variety of filters to shape the spectrum of your sound.
Parametric EQ contains a series of properties that you can use to create the Effects for your audio environment. Many of these properties can also be mapped to Game Parameters using RTPCs. In addition, you have the flexibility of working in up to eight frequency bands where you can apply different properties to each band.
Parametric EQ operates as an Object Processor, which means it is instantiated once per bus, as opposed to once for each Audio Object on each bus. This is done for performance reasons only and does not affect the result of the signal processing. Refer to Using Effects with Audio Objects for more information.
The Parametric EQ plug-in contains a graph that displays the frequency response of the EQ's processing. When editing the Parametric EQ, the graph displays the frequency response of each band as individual curves as well as a curve of the frequency response of all bands accumulated together. When profiling, the graph displays an additional curve of the accumulated frequency response of all bands including any changes to properties from RTPCs and any contributions made from the Dynamic Gain.
The graph can also be used to edit certain the properties of each band. You can enable or disable each band by double-clicking their respective control point. The control points can be dragged horizontally to control the Frequency of each band. Depending on the band's filter type, you can also drag the control points vertically to control the Gain or Q of each band. You can use the mouse wheel to zoom the graph in and out vertically, which can be used to make fine-tuned adjustments to each band.
In addition to being able to dynamically adjust properties of the Parametric EQ effect through RTPCs, the effect can also dynamically adjust the Gain of each band based on an audio signal.
When Dynamics are enabled for any band, the Parametric EQ effect either reads the specified Sidechain Mix or it uses the input audio signal itself as the Dynamics Input signal. The Dynamics Input is mixed down to a single channel of audio, run through a filter-bank based on the properties of the bands which have Dynamics enabled, and then the root mean square of each filtered band of the Dynamics Input is metered. The metered value of each band of the Dynamics Input is used to calculate a new Dynamic Gain, based on the Dynamics Threshold and Range specified for the band. Finally, this Dynamic Gain is added to whatever the Gain of the specified band is set to.
To monitor the processing for the Dynamics Input, expand the splitter to the right to view the Dynamics Input and Dynamics Gain meters. The Dynamics Input meter shows the metered result of each filtered band of the Dynamics Input. The Dynamics Gain meter shows the calculated Dynamic Gain being applied to each band.
With these Dynamics features, you can use the Parametric EQ as a dynamic EQ such as those used in some DAWs. For example, you can use these features to correct the volume of specific bands of audio when they get too loud, perform frequency-based ducking across different portions of your audio mix, or automatically apply other adjustments in order to improve the overall clarity of your mix.
The Parametric EQ effect allows for specific bands of audio to be listened to when profiling the sound engine.
You can click the button to enable a different operating mode for the Parametric EQ effect. When Solo Band is active, the effect applies a filter on the input audio based on the properties of the active band to isolate just the portion of the audio affected by the active band and uses that as the output audio of the effect. For example, when soloing a band configured as a Low Shelf filtered with a cut-off frequency of 500Hz, the output audio is isolated to just the portion of the input audio at 500Hz and lower, and not apply any other processing to the signal. This can be used to inform what portion of the audio mix is affected by each band in the EQ.
Similarly, you can click the button to listen to one of the filtered bands of the Dynamics Input in isolation from all other processing. When Solo Band Dynamics Input is active, the effect applies a filter on the Dynamic Input audio, and uses that as the output audio of the effect. This shows what audio is driving each band of the Dynamics Input.
When the Solo Band is active, note that all other audio rendering in the sound engine is still active, as this only affects the audio processing of the Parametric EQ effect. To listen to one of the bands of audio in isolation of your entire mix, other audio buses might need to be muted or other effects might need to be bypassed.
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Interface Element |
Description | |||
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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. | |||
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(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. | |||
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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. | |||
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Notes |
Additional information about the Effect. | |||
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Metering |
Indicates the name of the object currently being metered. | |||
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Allows you to browse for other objects to meter.
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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.
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Enable |
Controls whether the specified band is active and doing any processing. Default value: false |
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Type |
The type of filter to apply for the specified band:
Default value: Peaking |
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Gain |
The amount of amplification of the audio signal for the specified band. The Gain controls are not available when the Low Pass Flat, High Pass Flat, Low Pass Q, High Pass Q, Notch, or Band Pass curves have been selected because these filter types have their passband normalized at 0 dB, or operate independent of a Gain. Default value: 0 Range: -24 to 24 Units: dB |
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Frequency |
The portion of the frequency spectrum that is affected by the filter in the specified band. Default value: 9000 Range: 20 to 20000 Units: Frequency |
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Quality Factor |
The area around the center frequency that is affected by the change in gain for the specified band. For Band Pass, Peaking, and Notch filter types, a low Q value will result in a wide bandwidth range and a high Q value will result in a narrow bandwidth range. For Low Pass Q and High Pass Q filters, a low Q value lowers the volume of the filter around the cutoff frequency and a high Q value raises the volume of the filter around the cutoff frequency. This control is not available when the Filter Type is set to Low Pass, High Pass, Low Shelf, or High Shelf. Default value: 1 Range: 0.025 to 100 |
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Rolloff |
Defines the rate of attenuation of the filter for the specified band beyond the cutoff frequency. The Rolloff is only available when the filter type for the specified band is set to Low Pass Flat, High Pass Flat, Low Pass Q, or High Pass Q. Default value: 12 dB/oct Units: decibels per octave |
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Dynamics Enable |
Controls whether dynamic adjustment of the Gain of the specified band is active. Like other Dynamics properties, this is only available when the filter type of the specified band is set to Low Shelf, High Shelf, or Peaking. Default value: false |
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Dynamics Threshold |
The level of the band-filtered Dynamics Input above which the dynamics begins to apply a Dynamic Gain on the specified band. Default value: 0 Range: -60 to 24 |
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Dynamics Range |
The maximum gain offset that can be applied by the Dynamic Gain on the specified band. If this value is negative, then the Dynamic Gain will be negative, acting as a form of compression for the specified band. If this value is positive, then the Dynamic Gain will be positive, giving an expansion effect for the specified band. Default value: 0 Range: -30 to 30 |
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Dynamics Attack |
The amount of time it takes for the Dynamic Gain to reach its target value as the Dynamics Inputs metered volume rises above the threshold for the specified band. Default value: 0.1 Range: 0 to 2 Units: s |
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Dynamics Release |
The amount of time it takes for the Dynamic Gain to converge to zero as the Dynamics Inputs metered volume falls below the threshold for the specified band Default value: 0.1 Range: 0 to 2 Units: s |
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Output Gain |
The overall output level of the Parametric EQ Effect. Default value: 0 Range: -24 to 24 Units: dB |
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Num Bands |
Defines the number of bands that are available for the effect. A lower number can slightly reduce CPU and memory cost beyond just disabling the bands. Default value: 3 Range: 1 to 8 |
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Process LFE |
Determines whether the Effect is processed in the LFE channel or not. When selected, the Effect is processed in the LFE channel. When unselected, the LFE channel will be unaffected. Default value: true |
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Sidechain Mix Source |
Reference to the Sidechain Mix object that is used for the Dynamics Input. If no Sidechain Mix is specified, then the Dynamics Input used is the effect’s input audio. |
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Sidechain Mix Scope |
Defines the ID for the Sidechain Mix Scope when receiving audio from the Sidechain Mix. When the Scope is set to Global, the ID for the Sidechain Mix Scope is 0. When the Scope is set to Game Object, the ID for the Sidechain Mix Scope is the Game Object ID attached to the Bus or Voice. Default value: Global |
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