The Master Audio Bus Hierarchy
The Master Audio Bus hierarchy is a structure of
output busses through which the sounds and music in your project are routed. It
consists of three different levels of functionality:
Master Audio Bus - The top level element in the
hierarchy that determines the final output of your audio. You can rename or
delete any Master Audio Busses you create. You can also apply Effects to a
Master Audio Bus and move it to a different work unit or virtual
folder.
Audio Busses - One or more optional busses that can be
grouped under a Master Audio Bus to help in the organization and delivery of
your sound mix. These busses can be renamed, moved, and deleted; and you can
also apply Effects to them.
Auxiliary Busses - One or more optional busses that can be grouped under any Auxiliary or Audio Bus. Like Audio Busses, they can be renamed, moved, copied and deleted; and you can also apply effects to Auxiliary (commonly referred to as "aux") Busses. Sound objects anywhere in the project can be sent to Auxiliary Busses to adjust volume, bus configuration, positioning, and RTPC, as well as to apply Effects or States. Ducking, HDR mix, and voice adjustments are not possible in an Auxiliary Bus.
| Note |
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Auxiliary busses cannot have Audio Busses as children. They can only have other Auxiliary Busses as children. |
The following Wwise interface icons allow you to identify the two bus types: Audio Busses
and Auxiliary Busses.
The following table shows all possible processing status icons for the Audio and Auxiliary
bus types. Refer to Understanding the Bus Icons and Processing Status for more
information on processing status.
By default, the sounds from the Actor-Mixer Hierarchy are routed through the Master Audio Bus. However, as you build your output structure, you can systematically route objects through the busses that you create.
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It is possible to create Work-Units and Virtual Folders under the Master Mixer Hierarchy. This can be useful to organize the bus structure in a team environment. |
You can change the default audio routing for your project in the Default Object Values dialog. For more information about these default settings, refer to Defining the Default Object Values for your Project.
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