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Master-Mixer Console

The Master-Mixer Console gives you quick access to all the controls available for the audio and motion 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 standard alphanumeric entries filter out unmatching elements from the view. Learn more in Using Tables.

Click the Close icon to the left of the search icon to close the search field and remove the filter.

[Note] Note

The searches do not include elements in collapsed nodes of the List View, Query Editor, MIDI Keymap Editor, and Reference View.

Busses

A list of the audio and motion busses within the Master-Mixer hierarchy.

(Meter)

A per channel peak meter. For more information about speaker configurations and channels, refer to Understanding Channel Configurations.

The signal level is green under -6 dB, yellow from -6 to 0 dB, and red over 0 dB.

[Note] Note

Meters are only available on mixing busses. To be a mixing bus, a bus must be the master or an auxiliary bus, or an audio bus with at least one effect enabled, positioning enabled, or not using the "Parent" channel configuration. Refer to Mixing Versus Non-Mixing Busses for more information on this distinction.

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.

[Tip] Tip

Hold the Ctrl key while clicking a solo button to exclusively solo the object for which the solo button is associated.

[Note] Note

Mute and Solo are designed to be used for monitoring purposes only and are not persisted in the project or stored in the Soundbanks.

Bus Volume

The attenuation (level or amplitude) applied on the audio signal at the bus or auxiliary bus level. Refer to Understanding the Voice Pipeline for more information about volumes.

Default value: 0
Range: -200 to 200
Units: dB

[Note] Note

The default slider range is from -96 to +12. You can go over those limits by entering the value directly, or by rolling the mouse while the focus is on the edit control.

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
Range: -200 to 200
Units: dB

[Note] Note

The default slider range is from -96 to +12 dB. You can go over those limits by entering the value directly or by rolling the mouse while the focus is on the edit control.

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
Range: -2,400 to +2,400
Units: Cents

1,200 cents is equivalent to one octave.

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
Range: 0 to 100
Units: Percent
(For more detail, see Wwise LPF Value Cutoff Frequencies.)

On the Wii platform, Wwise uses the Wii DSP low-pass filter.

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
Range: 0 to 100
Units: Percent

High-pass filter is not available on the Wii, Vita Hardware, and 3DS.

Duck

Indicates when a bus is being ducked.

When the ducking is faded in and out, an indicator appears in the Duck column at the start of the fade in and disappears at the end of the fade out.

BG

Indicates if a bus is tied to the background music option, meaning if this bus will be muted when user music starts. When this option is selected, the current bus can be replaced by the players' own music, if they decide to do so. See Replacing Music with a Player's Own Music for more information.

Only one bus in the Master-Mixer Hierarchy can be used for background music.

[Note] Note

For the background music option to work on the PlayStation 3, you must also enable a switch in the sound engine initialization settings (AkPlatformInitSettings::bBGMEnable).

Bypass

Indicates when the Bypass All option is selected for the corresponding bus.

Effect

The type of effects applied to the bus.

If more than one effect is applied, they will be listed one after the other.

Effects that have been bypassed appear dimmed.


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