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Property Editor: Audio Bus

This Property Editor contains the properties for the selected Audio Bus. You can adjust the overall Volume, Pitch, Low-pass filter and High-pass filter, as well as duck the audio signal of other busses when the current bus is receiving a signal.

General

Interface Element

Description

[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.

Sets the display of the Property Editor's selected tabs. By default, there is one panel displaying only one selected tab. You can, however, click a splitter button to split the panel into two, either side by side or one on top of the other, for two different tabs. The currently selected option is highlighted with a background color.

[Note] Note

You cannot display the same tab in both panels. If you select the tab that is currently displayed in the other panel, then the other panel will automatically display another tab.

[Tip] Shortcuts for selecting tabs

Press Ctrl and the number corresponding to the number of the Property Editor tab you want. For example, Ctrl+4 would select the RTPC tab if that were the fourth visible tab.

Relative Properties

Interface Element

Description

Bus Volume

The attenuation (level or amplitude) applied on the audio signal at the bus or Auxiliary Bus level. Refer to Understanding the Voice Pipeline for more information about volumes.

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.

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: %

Bus Specific

Interface Element

Description

(Meter)

A per channel peak meter. For more information about speaker configurations and channels, refer to Understanding Channel Configurations.

The signal level is green under -6 dB, yellow from -6 to 0 dB, and red over 0 dB.

[Note] Note

Meters are only available on mixing busses. To be a mixing bus, a bus must be the master or an Auxiliary Bus, or an Audio Bus with at least one effect enabled, positioning enabled, or not using the "Parent" channel configuration. Refer to Mixing Versus Non-Mixing Busses for more information on this distinction.

Channel Configuration

Specifies which channel configuration should be used in this bus. If set to anything other than Parent, it forces a submix at this level of the hierarchy. Parent means that this Bus inherits the channel configuration of its parent. The channel configuration of the Master Audio Bus is implicitly set to Parent, because it inherits the channel configuration of the associated sink/audio output device.

This setting is useful to save CPU for Effects that will be applied on this bus because reducing the number of channels usually reduces the required CPU to process the Effect.

This option works only on software pipeline platforms.

For more information, refer to Understanding Channel Configurations .

Default value: Parent

Mute for Background Music

Enable to specify that the bus will be muted when user music starts. Refer to Replacing Music with a Player's Own Music for important further information.

Output Bus

Interface Element

Description

Volume (to Output Bus)

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

[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.

Default value: 0
Range: -200 to 200
Units: dB

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: %

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: %

Game-defined Auxiliary Sends

Interface Element

Description

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:

If the game has initialized Spatial Audio and sent Rooms and Portals data to Wwise, this property determines if the object should send to the Auxiliary Bus defined by the current Room that the game object is inside.

Default value: false

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.

[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.

Default value: 0
Range: -200 to 200
Units: dB

[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

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.

User Auxiliary Send

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.

User-Defined Auxiliary Send Volume

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

[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.

Default value: 0
Range: -200 to 200
Units: dB

[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.

Early Reflections Auxiliary Sends

Interface Element

Description

Early Reflections Auxiliary Send

Enables reflection processing in Wwise Spatial Audio and determines the Auxiliary Bus this object is sending to for early reflections processing.

Early reflections processing simulates the acoustic phenomenon of sound bouncing off of virtual surfaces defined by geometry in the game. Since the first few reflections convey the most spatial information to the listener, it is advantageous to process the early reflections separately (from the late reverb) and with more detail using the Wwise Reflect plug-in.

To render early reflections, the Wwise Reflect plugin must be assigned to an effect slot on the Auxiliary Bus assigned to an early reflections send.

If no send is specified, then Wwise Spatial Audio will not compute early reflections paths for the sound.

[Note] Note

It is also possible to assign a reflections Auxiliary Bus per Game Object via the Spatial Audio API. In the case that a reflections bus is assigned both via the API and to the sound in the authoring tool, the bus used for the sound is taken from the authoring tool.

[Note] Note

For reflections to be computed, the Wwise Spatial Audio library must be initialized and the game must send level geometry to Wwise Spatial Audio.

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.

Early Reflections Auxiliary Send Volume

Determine the attenuation of the signal sent to the reflections Auxiliary Bus. This control also effects the volume of the reflections aux send specified by the API.

[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.

Default value: 0
Range: -200 to 200
Units: dB


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