버전
menu_open

Using Effects in the Master-Mixer

The use of common DSP is well defined by decades of linear music and sound production. EQ, Delay, Distortion, Compression, among others have found common use in most Digital Audio Workstations for decades, but have only recently (within the last 10 years) become efficient enough to use at runtime in order to affect the mix. It's not just the use of fixed settings that makes this area of growth so exciting, but the dynamic and interactive nature of manipulating DSP using parameters from the game to produce special effects that would be impossible to achieve using other techniques.

Applying a limiter to the Master Audio Bus

Effects used at runtime will always use up CPU power, but being aware of the different costs can help you use them more efficiently. If an effect (or effects) are applied to only a few mono instances of a sound object, it is more efficient to apply these at the Actor-Mixer level. If many simultaneous sounds need to be processed by a given effect, it would be more efficient to apply the effect(s) on an audio bus that will be mixed before applying the effect (in stereo or 5.1 depending on the speaker configuration).


이 페이지가 도움이 되었나요?

지원이 필요하신가요?

질문이 있으신가요? 문제를 겪고 계신가요? 더 많은 정보가 필요하신가요? 저희에게 문의해주시면 도와드리겠습니다!

지원 페이지를 방문해 주세요

작업하는 프로젝트에 대해 알려주세요. 언제든지 도와드릴 준비가 되어 있습니다.

프로젝트를 등록하세요. 아무런 조건이나 의무 사항 없이 빠른 시작을 도와드리겠습니다.

Wwise를 시작해 보세요