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Property Editor: Switch Container

This Property Editor contains the properties and behavior options for the selected Switch Container. Object properties determine the characteristics of the objects when they are played in-game. Object behaviors determine which objects are played back at any given point in the game.

A Switch Container plays back objects and/or containers according to a Switch or State that corresponds to particular changes in the environment of the game either at a global or local level. For example, a Switch Container for a character's footsteps might contain Switches for grass, concrete, wood, and any other surface that a character can walk on in-game. Each of these Switches are triggered by the game engine and would have specific sounds or containers associated with them.

The General Settings tab of the Property Editor is divided into three separate areas. The first area includes all the absolute properties, such as output routing. The middle area includes all the relative properties, such as volume and pitch. The last area, on the right, includes all the behaviors. For a complete description of absolute and relative properties, refer to About Properties in the Project Hierarchy.

For a description of the properties on the Source Settings, Effects, Positioning, RTPC, States, and Advanced Settings tabs, refer to Common Property Tabs: Actor-Mixer Objects.

Refer to Understanding the Voice Pipeline to learn about how voices are being processed, how they are being routed and where the different volumes and Effects are being applied.

General

Interface Element

Description

Inclusion

Determines whether the element is included or excluded. When selected, the element is included. When unselected, the element is not included. By default, this applies across all platforms. Use the Link indicator (to the left of the check box) to determine or to set platform-specific customizations.

When this option is unselected, the property and behavior options in the Property Editor become unavailable.

Name

The name of the object.

Notes

Any additional information about the object properties.

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.

Relative Properties

Interface Element

Description

Voice Volume

The attenuation (level or amplitude) applied on the current object before it is 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: -400 to 400
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 4,800 = 8 x speed.

  • Pitch -1,200 = 0.5 speed

  • Pitch -2,400 = 0.25 speed

  • Pitch -4,800 = 0.125 speed

[Tip] Tip

1,200 cents is equivalent to one octave.

Default value: 0
Range: -4,800 to +4,800
Units: Cents

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 and HPF Value Cutoff Frequencies.)

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

Output Bus

Interface Element

Description

Volume (to Output Bus)

The attenuation or amplitude of the signal routed to the audio output bus.

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.

[Tip] Tip

When using the User-Defined Auxiliary Sends in a wet/dry mix scenario, the Output Bus Volume would be associated with the dry level, as opposed to the auxiliary send volume, which would relate to the wet level. Use an RTPC on Output Bus Volume and Auxiliary Send Volumes to control the balance from the game.

Low-Pass Filter (to Output Bus)

A Low-Pass Filter for the signal routed to the audio output bus.

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

High-Pass Filter (to Output Bus)

A High-Pass Filter for the signal routed to the audio output bus.

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

Game-defined Auxiliary Sends

Interface Element

Description

Override Parent

Determines whether the game-defined auxiliary sends usage will be inherited from the parent or defined at the current level in the hierarchy. When this option is not selected, the game-defined auxiliary controls are unavailable.

[Note] Note

If the object is a top-level object, then this option is unavailable.

Use game-defined auxiliary sends

Determines whether the object is using the game-defined auxiliary sends for the game object. A game-defined send is a combination of an Auxiliary Bus and a send volume.

Enable this option to have the object affected by the values coming from the game for the following functions:

Volume (Game-defined auxiliary sends)

Determines the attenuation on the game-defined auxiliary sends volumes set for the game object.

Use this volume to offset game-defined auxiliary send values.

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.

[Note] Game-defined auxiliary sends properties in the All Properties tab

There are game-defined auxiliary sends properties for LPF and HPF, which can only be adjusted in the All Properties Tab.

User-Defined Auxiliary Sends

Interface Element

Description

Override Parent

Determines whether the User-Defined Auxiliary Sends usage will be inherited from the parent or defined at the current level in the hierarchy. When this option is not selected, the user-defined auxiliary controls are unavailable.

[Note] Note

If the object is a top-level object, then this option is unavailable.

Click the Configure Columns... shortcut (right-click) option from the column header band.

The Configure Columns Dialog opens. Specify which columns to display and their order.

ID column (User-Defined Auxiliary Sends)

Determines the ID of the User-Defined Auxiliary Sends. Up to 4 different sends can be added.

Auxiliary Bus column (User-Defined Auxiliary Sends)

Determines the Auxiliary Bus this object is sending audio data to. Auxiliary sends can only target Auxiliary Busses.

To add an auxiliary send:

  1. Click the selector [...] button.

  2. Select an Auxiliary Bus from the Master-Mixer Hierarchy.

  3. Click OK.

  4. Set the send volume for this newly added send.

[Note] Note

Auxiliary Busses can be created anywhere in the Master-Mixer Hierarchy as children of an existing Bus or an existing Auxiliary Bus.

[Tip] Tip

You can drag and drop an Auxiliary Bus object from the Project Explorer to the User-Defined Auxiliary Sends list to quickly add a send.

[...] column (User-Defined Auxiliary Sends)

Allow to select an Auxiliary Bus from the Master-Mixer Hierarchy.

Volume column (User-Defined Auxiliary Sends)

Determine the attenuation of the signal sent to the Auxiliary Bus.

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.

[Note] Note

This control is only active when an Auxiliary Bus is selected for a specific send entry.

[Note] User-defined auxiliary sends properties in the All Properties tab

There are user-defined auxiliary sends properties for LPF and HPF, which can only be adjusted in the All Properties Tab.

Switch Container Specific

Interface Element

Description

Initial Delay

Initial Delay

Initial delay applied before playing (in seconds). This delay will be added to parents and children Initial delay.

[Note] Note

This delay changes the behavior of a container in Trigger rate mode because the delay of its children will be applied additionally to the Trigger rate duration.

[Note] Note

The Source Editor's Play Cursor start position is not respected when there is an Initial Delay. For more information, refer to the Source Editor documentation.

Switch Type

Switch

Plays objects within the container according to switches.

State

Plays objects within the container according to states.

Group

The Switch or State Group assigned to the current container.

The Group list contains all the Switch or State Groups that currently exist for the current project.

The contents of the Group list depends on whether Switch or State is selected.

Default Switch/State

The Switch or state that will be played when the game cannot identify a specific Switch or state.

Displays the selected State or Switch Group in the Game Syncs tab of the Project Explorer.

Play Mode

Step

Changes the object only after a new play Event is triggered regardless of whether the Switch changed during playback.

This option is useful for one-shot sounds, such as footstep sounds that walk across different surfaces.

Continuous

Changes the object as soon as a new Switch is detected. When Continuous is selected, a new play Event is not required to change the object that is played.

This option is useful for looping sounds, such as snowboarding sounds that switch from snow to ice.


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