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The Mixing Desk is a flexible and powerful interface that groups a variety of properties into one view, allowing you to fine-tune the audio mix in real time. You can add any sound object, audio or auxiliary bus to the Mixing Desk, and then define routing, apply effect and attenuation ShareSets, edit state properties, and modify the properties of individual objects and busses.
After your audio and motion are integrated into the game, you can connect Wwise to the game and profile information in real time as the game is being played. Adjustments and mixing decisions can be made in real time in game directly from the authoring application. Activity of each object within the Mixing Desk can also be viewed, including when a voice is playing, if a bus is being ducked, and whether effects are being bypassed either manually or programmatically. Each audio object can also be muted or soloed, allowing you to adjust the individual objects within the audio mix.
A context menu is also available for each property setting in the mixer strip. These menus contain a set of commands specifically related to the selected property. For example, when you right-click one of the Effect slots (0-3), you can edit the properties of the inserted effect, set a new effect, bypass the effect, and so on. To access the contextual menus, simply right-click the individual property settings in the mixer strip.
The Mixing Desk setup is saved within a Mixing Session ShareSet. This allows you to create different mixing sessions for different components of the game. It also means that you can set up a mixing session and then continue to fine-tune the audio mix at a later time.