Table of Contents

Game Object 3D Viewer

The Game Object 3D Viewer is a three-dimensional dynamic visual representation of the watched game objects (emitters and listeners) in a game.

[Tip] Tip

By default in Wwise, you can switch to the Game Object Profiler layout by pressing F12.


[Tip] Tip

In the 3D Viewer, you can right-click and drag to zoom in and out. In User Camera mode, you can also left-click and drag to rotate the camera around the center point.

Interface Element

Description

Camera

Indicates the camera option currently being used. You can choose one of the following options:

  • User Camera 1 to switch to Camera 1, which you can move freely around the center point.

  • User Camera 2 to switch to Camera 2, which you can move freely around the center point.

  • Front to position the camera to the front of the game geometry.

  • Top to position the camera above the game geometry.

  • Left to position the camera to the left of the game geometry.

  • First Person to enable first-person shooter type controls.

You can also choose from among an alphabetical listing of watched game objects, which are displayed just below the standard camera options described above. The camera will match the position and alignment of the watched object.

[Note] Note

Only watched game objects are available for selection in the Game Object 3D Viewer. If a selected game object has its watch removed, it will display in red.

Returns the camera to its default position.

Displays a list of watched objects from which you can choose one on which the camera will be centered.

Sets the camera to follow the selected game object during capture.

Adjusts the Game Object 3D Viewer to show all followed game objects.

Opens the Game Object 3D Viewer Filter in which you can select which game objects are displayed and which are hidden.

 

(3D Viewer)

A graphical representation of the relative locations of watched game objects in a three-dimensional space.

(Axis indicator)

Indicates the camera orientation according to the three axes.

The following camera movement is possible:

  • Click and drag to rotate (only in User Camera mode).

  • Ctrl+click and drag to pan.

  • Right-click and drag to zoom.

  • In First Person camera mode, the following camera movement is possible:

    • Press WASD or the arrow keys to move the camera.

    • Click and drag to orient the camera.

    • Hold Shift to move faster.

    • Right-click and drag or use the mouse center wheel to zoom in and out.

Indicates a watched emitter Game Object.

Indicates a watched Game Object that is both an emitter and a listener.

Spatial Audio

Indicates a Spatial Audio emitter Game Object.

Indicates a Spatial Audio listener Game Object.

Indicates a Spatial Audio Game Object that is both listener and emitter.

Indicates a Spatial Audio image source created with the Reflect plug-in Effect. They represent the position from where the reflected sound will be emitted. They can come in three different colors depending on the order of reflection; first order, second order or higher orders.

Indicates the virtual position of a Spatial Audio emitter created from either diffraction or sound propagation through a Spatial Audio Portal. The virtual emitter icon will take the color of the path it is created from.

Indicates a Spatial Audio Room Emitter Game Object. Each Spatial Audio Room has an associated emitter that can emit a room tone.

Spatial Audio Geometry

Indicates geometry registered through Spatial Audio. These geometries can reflect sound with the Reflect Effect plug-in and/or diffract sound with diffraction-enabled Spatial Audio Emitters. They can appear as solid colored blocks or wire frames. Depending on the Acoustic Texture applied, each surface will take the color set in Wwise for that specific texture. See Setting Colors to know more about how to set a Wwise object color.

Spatial Audio Portal

Indicates openings in Spatial Audio Rooms. They appear in the 3D viewer as a colored ribbon. The sound can travel in the area that is not colored. The color of the Portal will change if it is opened or closed (Disabled).

Reflection Paths

These paths represent sound reflecting from Spatial Audio Geometry while traveling from Reflect-enabled Spatial Audio Emitters to the Spatial Audio Listener. They can be set to three different colors to represent first order, second order and higher order reflections. The order of reflection is tied to the number of surfaces a sound path reflects from before reaching the listener.

If the Geometry is diffraction-enabled, it is possible to observe diffracted reflection paths. There are two types of diffraction: view zone diffraction and shadow zone diffraction.

Shadow zone diffraction occurs when the reflection point is obstructed from the Spatial Audio Listener by a diffraction-enable Geometry. At the edge of the Geometry, you can see a percentage of diffraction. It represents the amount of filtering applied to the reflected sound from the diffraction. The more filtering is applied, the more the path will become transparent

View zone diffraction occurs when the diffraction-enabled Geometry ends. The reflection point will snap on the edge of the Geometry and a diffraction percentage and level will appear on the path. The more the sound is filtered by these parameters, the more it will become transparent.

Diffraction Paths

These paths represent the sound traveling from diffraction-enabled Spatial Audio Emitters to the Spatial Audio Listener positioned behind diffraction-enabled Geometry. At each edge of the Geometry, you can see a percentage of diffraction. It represents the amount of filtering applied to the sound. The more a sound is filtered, the more the path will become transparent.

Sound Propagation Paths

Represent the sound traveling from a Spatial Audio Emitter to the Spatial Audio Listener when they are in different Rooms. Sound Propagation Paths always pass through Portals. The percentage placed at the portal opening is proportional to the amount of filtering that is applied to the emitted sound.