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To enhance your sound, you might want to create effects that influence the frequency components of the audio signal. Parametric EQプラグインを使用すると、様々なフィルタを適用してサウンドのスペクトルを成形することができます。
Parametric EQ contains a series of properties that you can use to create the Effects for your audio environment. これらのプロパティの多くは、RTPCを使用してGame Parameterにマッピング可能です。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. 詳細は 「Audio ObjectにEffectを使用」 を参照してください。
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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Name |
エフェクトインスタンスの名前。 エフェクトインスタンスは、エフェクトのプロパティ設定をまとめたものである。カスタムインスタンスとShareSetの2つのタイプがある。カスタムインスタンスは1つのオブジェクトだけに使用できるのに対し、ShareSetは複数のオブジェクト間で共有できる。 | |||
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(Object Color) |
オブジェクトのカラーを示します。アイコンをクリックすると、カラーセレクタが開きます。 ![]() カラーを選ぶと、オブジェクトに適用されます。オブジェクトのカラーを選択すると図示の通り選択したマスにパレットアイコンと、右下に黄色い三角形が表示されます。 親オブジェクトのカラーを継承するにはカラーセレクタの左端にあるマスを選択します。 | |||
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Inclusion |
SoundBankを生成する時にエレメントを含めるかどうかを指定する。選択すると、このオブジェクトが含まれる。選択しないと、含まれないことを示す。 プラットフォームごとにサウンドデザインを最適化するため、特定のプラットフォームで一部のエレメントを除外できる。デフォルトで、このチェックボックスは全プラットフォームに適用される。チェックボックスの左側にある Linkインジケータ を使用し、エレメントをアンリンクする。その後にプラットフォームごとにチェックボックスの状態をカスタマイズできる。 このオプションが選択されていない場合、エディタのプロパティオプションや動作オプションは利用できない。 Default value: true | |||
![]() ![]() (Show references) |
このオブジェクトを直接参照する、あなたのプロジェクトにある要素の数を示します。アイコンの色は、このオブジェクトを参照するものがあればオレンジ色、参照するものがなければ灰色です。 ボタンを選択すると 「Referenceビュー」 が開き、 References to: フィールドにオブジェクト名が表示されます。 | |||
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Notes |
エフェクトに関する追加情報。 | |||
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Metering |
Meterで測定中のオブジェクト名を示す。 | |||
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Meterで測定できる、ほかのファイルを閲覧。
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Effect Editorで選択したタブの、表示方法を設定。デフォルトで、1つのパネルに、選択中のタブが1つだけ表示される。スピリッターボタンをクリックすると、パネルが左右または上下に2分割され、2つの異なるタブが表示される。現在選択中のオプションが、バックグランドカラーを入れてハイライトされる。
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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. 単位: s Default value: 0.1 Range: 0 to 2 |
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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 単位: s Default value: 0.1 Range: 0 to 2 |
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Output Gain |
Parametric EQ Effectの全体的な出力レベル。 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 |
エフェクトがLFEチャンネルで処理されるかどうかを決定する。選択されていると、EffectがLFEチャンネルで処理される。選択されていない場合は、LFEチャンネルは影響を受けない。 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 |