General
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Speed Of Sound
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Units per second. The units correspond to the distance units used by the game and sent to Reflect. The speed of sound in air is ~340 m/s. If your game’s units are centimeters, you should use a value of about 34,000(cm)/s.
Default value: 345 Range: 0.001 to 2147483648
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Distance Smoothing
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A smoothing filter applied to the reflection ray distance sent to the delay line. More smoothing will cause reflection times to update more slowly, but limit the Doppler pitch shift caused by movement. Normalized value between 0 and 1.
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Smoothing Type
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Defines the shape of the smoothing filter response over time. The curve icons for IIR and FIR indicate how the filter will shape sudden changes in ray distance.
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Threshold Mode
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Continous mode allows for a maximum tolerable Doppler pitch shift caused by movement. If movement is fast enough to exceed the threshold, the volume of the reflection will be ducked until the pitch returns to below the threshold. A threshold of 0 will cause the volume of the reflection to be ducked any time movement occurs.
Step mode allows for a distance threshold 'bubble', where reflections are not updated until a minimum amount of displacement occurs. A threshold of 0 will cause Reflect to crossfade between the old and new reflections whenever movement occurs. Crossfading will result in time stretching effects that do not modify pitch.
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Pitch Threshold
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When in continuous threshold mode, sets the maximum allowable Doppler pitch shift (in cents) before ducking reflection volume. When set to 0, reflections' volume are ducked with movement.
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Distance Threshold
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When in step threshold mode, sets the minimum change in ray distance (in game units) needed to update the reflection delay time. When set to 0, reflections are crossfaded with movement.
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Center %
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Center % used for 3D positioning. Refer to the
Positioning Tab: Audio and Auxiliary Busses
for more details on how Wwise handles Center% with 3D positioning.
Default value: 100 Range: 0 to 100
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Output Config
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Wwise Reflect is an out-of-place Effect, meaning that it has the ability to output a signal in a different channel configuration than its input. Output Config defines the channel configuration at the output of the plug-in.
It is recommended to use Wwise Reflect on a mono bus, in order to avoid having the sound engine needlessly compute spatialization on a multi-channel configuration. If the bus configuration is different than mono, the first thing Wwise Reflect does with the input signal is to downmix it to mono. However, the outputted early reflections should be spatialized. With the Output Config control, you can decide on which configuration they will be spatialized.
If the value is Parent Bus, Wwise Reflect queries and uses the bus configuration of the parent of the bus on which it is inserted.
Note that if the parent bus’s configuration is Audio Objects, then Wwise Reflect will output one Audio Object per early reflection. This can represent a substantial number of Audio Objects.
Default value: Parent Bus
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Output Level
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The volume level (dB) of the
wet signal
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Default value: 0 Range: -96 to 24
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Monitoring List
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Filter
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Type anything that matches, in whole or in part, a game object's Name or ID content. Both the Monitoring List table and the curves cursors in the graph view will only display the matching image sources.
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Clears the Filter field and thereby displays all image sources on which Wwise Reflect applies in the columns below and the associated graph curves.
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Controls the Mute and Solo states for the image source and shows its implicit mute and solo states.
Muting an image source silences it for the current monitoring session. Soloing an image source silences all the other image sources in the current instance of Wwise Reflect.
A bold M or S indicates that the Mute or Solo state has been explicitly set for the image source. A non-bold M or S with faded color indicates that the image source's Mute or Solo state was implicitly set from another image source state.
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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. |
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Image Source ID
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An identification number associated with the image source. This is a unique number assigned by the game.
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Image Source Name
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The name of the image source.
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Game Object ID
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An identification number associated with the game object. This is a unique number assigned by the game.
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Game Object Name
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The name of the game object.
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Textures
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The name (or ID, if name not found) of the Acoustic Texture(s) on which the sound is reflected. More than one texture is listed for each reflection order.
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Note |
When reflection paths are diffracted by the presence of an object blocking the way, (Edge) will appear for each of the edge diffracted on. |
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Distance
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The distance in game units between the image source and the listener.
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Level
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The gain of the sound emitted by the image source. This level can be set by the user with the AkImageSourceParams or controlled by Spatial Audio according to the diffraction angle caused by edge reflection. In the latter case, its value will be 1 when the reflection is specular and 0 when the reflected direction is parallel to the surface.
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Diffraction
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In the case of view zone diffraction, this is the angle between the specular direction and the reflected direction. In the case of shadow zone diffraction, this is the angle between the shadow zone boundary and the reflected direction.
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Smoothed Distance
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The current value of distance after the smoothing filter is applied.
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Current Pitch
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When in continuous threshold mode, the current Doppler pitch shift (in cents) caused by changing reflection distance.
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Displacement
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When in step threshold mode, the accumulated displacement away from the current reflection length that has yet to be applied. Resets to 0 when the distance threshold is exceeded.
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(Image Source Graph View)
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A graphical representation of the relationship between the Distance (X axis) and an image source property value (Y axis).
The graph view can display several curves simultaneously.
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Cursor Name Category
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A list to specify the parameter flag to display (or not) in the graph view:
No Flag
Image Source ID
Image Source Name
Game Object ID
Game Object Name
Texture(s)
Default value: No Flag
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X
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The coordinate along the X axis of the selected control point. The X value represents the value of a selected Distance.
If more than one control point is selected, the field displays a value of 0, so that you can increase or decrease the value of all selected control points relative to their current values. For example, if you select two control points and move the X slider -5, both control points will move to the left by 5 units.
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Y
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The coordinate along the Y axis of the selected control point. The Y value represents a property value (Distance Attenuation volume in decibels, Distance Spread in percentage, or Low/High-Pass Filter in Hertz).
If more than one control point is selected, the field displays a value of 0, so that you can increase or decrease the value of all selected control points relative to their current values. For example, if you select two control points and type 5 in the Y text box, both control points will move up by 5 units.
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Zooms in towards the center of the graph view.
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Resets the graph view to the default zoom factor ratio of 1:1.
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Zooms out from the center of the graph view.
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Max Distance
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Max distance for curves, in game units.
Default value: 1000 Range: 1 to 2147483648
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(Pin/Unpin)
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When the Pin icon is selected, the property curve's outline remains in the graph view even if it is not currently selected.
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Color
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A color block legend for distinguishing the different graph view curves.
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Property
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One of the following eight different Wwise Reflect image source curves, which appear in the graph view, where they can be edited, if selected.
Distance Attenuation: Volume attenuation based on the distance between the image source and the listener.
Distance Attenuation (Emitter vs. Listener): Volume attenuation based on the distance between the emitter and the listener.
Distance Spread: Spread used for 3D positioning, based on the distance between the image source and the listener. Refer to the Wwise Help's How 3D positioning is calculated: for more details on how Wwise handles Spread with 3D positioning.
Distance Low-pass Filter: First order low-pass filter based on the distance between the image source and the listener.
Distance High-pass Filter: First order high-pass filter based on the distance between the image source and the listener.
Diffraction Attenuation: Volume attenuation based on the diffraction coefficient of this reflection. In order to ensure smooth interpolation between specular and diffracted reflections, you should make sure that the value is 0 dB at 0% diffraction.
Diffraction Low-pass Filter: First order low-pass filter based on the diffraction coefficient of this image source. In order to ensure smooth interpolation between specular and diffracted reflections, you should make sure that the value is highest (no filtering) at 0% diffraction.
Diffraction High-pass Filter: First order high-pass filter based on the diffraction coefficient of this image source. In order to ensure smooth interpolation between specular and diffracted reflections, you should make sure that the value is lowest (no filtering) at 0% diffraction.
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