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Overview

On top of the project hierarchy that includes all your sound, music, and motion objects sits the Master-Mixer Hierarchy. This separate hierarchical structure of busses - described earlier in Chapter 8, Building the Structure of Output Busses - allows you to group the many different sound, music, and motion structures within your project hierarchy. It is divided into three main branches with a top-level master bus:

These master busses create the final level of control for the sound, music, and motion structures within your project. Because busses sit on top of your project hierarchy, you can use them to create the final mix for your game.

Depending on the platform, you can also apply certain effects to the Master Audio and Master Secondary busses to help finalize that immersive experience for your game.

[Note] Note

Motion busses cannot have effects.



Audio Output Formats

Wwise outputs the final mix as a discrete number of LPCM channels. It is important to note that Wwise does not do any multi-channel encoding; it simply feeds LPCM data to the console or system in either stereo or 5.1 surround. Once the LPCM data is received by the console or system, it can then be output in almost any format supported by the particular console or system, including Dolby, DTS, or DPL2.

[Note] Note

Wwise does not support 7.1 surround on the PlayStation 3.


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