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In the Effects tab for busses, you can apply up to four different Effects to an Audio or Auxiliary Bus. When Effects are applied to a channel-based bus, all incoming audio data is submixed before the Effect chain is applied. The Effects are applied in the same order as they appear in the list.
Note | |
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In the case of an Effect inserted on an Audio Objects bus, whether or not the incoming data is submixed before processing depends on the particular Effect used. Refer to Using Effects with Audio Objects for further details. |
When applying Effects in Wwise, you should be aware that a voice can go through the following four levels of Effects:
Up to four Effects can be applied on the voice in the Actor-Mixer or Interactive Music hierarchies. But, keep in mind that child objects can also override their parent objects' Effects.
Up to four Effects can be applied to each Audio Bus and Auxiliary Bus in the bus hierarchy output path.
Up to four Effects can be applied on the final master bus (the Master Audio or the Master Secondary Bus).
Up to four Effects can be applied to Audio Devices.
This means that a chain of potentially many Effects will be applied to the final output. You can do a couple of things to manage these Effects:
Use the Mode option to set the Effect as a ShareSet, through which you can adjust multiple instances of the same Effect simultaneously. You can also set the Mode to Custom to apply specific settings to an individual Effect instance, as needed.
Select the Bypass check box to temporarily remove the Effect, and clear the check box to restore the Effect as desired. This is useful in testing, when you want to establish the impact of the Effect. You can also use Bypass options in RTPCs or Bypass Effect Actions in Events to remove Effects for certain game scenarios or Events.
Unlike Actor-Mixer or Interactive Music object Effects, bus Effects cannot be rendered.
Tip | |
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For the Actor-Mixer or Interactive Music object Effects tab, see Effects Tab: Actor-Mixer and Interactive Music Objects. |
General | |||||||
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Interface Element |
Description | ||||||
[name] |
The name of the object. | ||||||
Displays the object's color. Clicking the icon opens the color selector. Select a color to apply it to the object. When you choose a color for an object, a palette icon appears on the selected square, as well as a yellow triangle in the lower-right corner, as shown. To inherit the parent object's color, select the square at the far left of the color selector. | |||||||
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.
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Indicates the number of elements in your project that contain direct references to the object. The icon is displayed in orange when references to the object exist, and in gray when no references exist. Selecting the button opens the Reference View with the object's name in the References to: field. | |||||||
Notes |
Any additional information about the object properties. | ||||||
Sets the display of the Property Editor's selected tabs. By default, there is one panel that displays a single selected tab. You can, however, click a splitter button to display two panels, divided horizontally or vertically. The selected option is highlighted with a background color. You cannot open the same tab in both panels. If you try to open the same tab in both panels, the first panel automatically opens a different tab.
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Effects | ||||
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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. | ||||
Effects | ||||
(Selector) |
The list of Effects and corresponding instances that can be applied to the bus. The selected Effect type is displayed in the Effect column. To remove an Effect, select the None option. | |||
ID |
The identification number assigned to the Effect. | |||
Effect |
The type of Effect applied to the bus, for example, Compressor, Matrix Reverb, or Parametric EQ. | |||
Name |
The name of the Effect instance applied to the bus. The Effect instance can be a ShareSet or a custom instance of a ShareSet. All Effect instances for the selected Effect type will appear in the corresponding list. | |||
Prev. |
Selects the previous ShareSet in the Effects hierarchy. | |||
Next |
Selects the next ShareSet in the Effects hierarchy. | |||
Mode |
Determines whether the Effect instance is shared. The mode can either be:
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(Location in Hierarchy) |
Displays the location of the ShareSet in the Effects hierarchy. If it is a custom instance of the Effect, it shows the name of the custom instance. | |||
Bypass |
Determines whether the selected Effect instance is processed or not. Select the check box to remove the Effect. Clear the check box to restore the Effect. This option is useful in the following scenarios:
You can also use Bypass options in RTPCs or Bypass Effect Actions in Events to remove Effects for certain game scenarios or Events. Default value: false | |||
Edit |
Opens the Effect Editor, in which you can edit the properties of the selected Effect instance in real time. | |||
Bypass All |
Determines whether all Effects inserted on the object are processed or not. Select the check box to remove all Effects. Clear the check box to restore the Effects. This option is useful in the following scenarios:
You can also use Bypass options in RTPCs or Bypass Effect Actions in Events to remove Effects for certain game scenarios or Events. Default value: true |
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