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Contents Editor: Switch Container

This Contents Editor gives you quick access to the properties associated with the objects within the Switch Container. It is divided into two separate panes:

  • Object list pane that lists the objects in the Switch Container.

  • Assigned Objects pane that allows you to assign the objects to the various Switches or States.

Interface Element

Description

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

The Object Property Settings opens. Specify which columns to display and their order.

[name]

The name of the object.

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.

Default value: true

First Occurrence Only

Determines whether an object will play each time the Switch Container is triggered by the game engine, or just when a Switch is changed.

If the First Occurrence Only option is enabled, the object will only play the first time after the Switch is changed. Subsequent triggers of the same Switch Container will not play the object. If the First Occurrence Only option is disabled, the object will play each time the Switch Container is triggered by the game engine.

Default value: false

Continue Playing

Determines whether an object that is in more than one Switch will continue to play when a new Switch is triggered.

  • If Continue Playing is enabled, the object in both Switches will continue to play.
  • If Continue Playing is disabled, the object will stop and will start playing again from the beginning.
[Note] Note

The Continue Playing option is only available when the Switch Play Mode is Continuous.

Default value: false

Fade-in Time

The time used to fade in the object when a change in Switch occurs.

This option is only available when the Switch behavior is set to Continuous.

Default value: 0
Range: 0 to 60
Units: s

Fade-out Time

The time used to fade out the object when a change in Switch occurs.

Default value: 0
Range: 0 to 60
Units: s

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 -1,200 = 0.5 speed
  • Pitch -2,400 = 0.25 speed
[Tip] Tip

1,200 cents is equivalent to one octave.

Default value: 0
Range: -2400 to 2400
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.

(For more detail, see Wwise LPF and HPF Value Cutoff Frequencies .)

Default value: 0
Range: 0 to 100
Units: %

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.

The high-pass filter has a link indicator and an RTPC indicator, see Working with the Property Editor for more information.

Default value: 0
Range: 0 to 100
Units: %

Notes

Any additional information about the object properties.

 

Assigned Objects

The list of objects within the Switch Container that have been assigned to a particular Switch or State. By assigning objects, you define which objects will be played for each Switch or state. If several objects are assigned to a Switch, they will all be played back simultaneously at run time.

Each Switch/State is divided by a title bar that displays its name. The word “Default” appears within brackets on the title bar of the default Switch/State.

You can expand and collapse the State or Switch Groups by clicking the arrow on the title bar.


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