Table of Contents

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, channel configuration, positioning, and RTPC, as well as to apply Effects, States, or mixer plug-ins. Ducking, HDR mix, and voice adjustments are not possible in an Auxiliary Bus.

[Note] Note

Auxiliary busses cannot have Audio Busses as children. They can only have other Auxiliary Busses as children.

The following Wwise interface icons help you easily identify Audio Busses and Auxiliary Busses:

Icon

Represents

Audio Bus

Auxiliary Bus

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.

[Note] Note

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 User Settings dialog box. For more information about these default settings, refer to Defining the Default User Settings for your Project.