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Voice Inspector

The Voice Inspector provides detailed information about Volume, LPF, and HPF (the "value") for selected voice paths processed by a sound. The information displays the values of all contributors to the hierarchy, from the source to the Master Audio Bus, and the runtime value modifications, such as Event Actions, transitions, distance attenuation, and cone angles.

To load the view's three panels of information, you must have captured information and selected a point in time from the capture. This loads the first panel, the Game Objects and Voices List, from which you can select an individual voice. In turn, the Voice Graph and the Contribution List panels will display the corresponding voice information.

[Note] Enable Voice Data

Two types of data must be profiled: Voices and Voice Inspector. If the former is not enabled, both the Voice Monitor and the Voice Inspector will be empty. If the latter is not enabled, then the Voice Inspector will only display the following message: 'This view needs "Voice Inspector Data". Enable it in the Profiler Settings.' Conveniently, the Profiler Settings view can be opened by clicking either the link in the message or the View Settings button in the titlebar of the view.

Interface Element

Description

Click the View Settings icon in the upper right corner of the view to prompt the Profiler Settings, where you can specify the type of data to capture. You must enable the Voice Inspector Data to view information in the Voice Inspector.

Game Objects and Voices List

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.

Opens a search field where standard alphanumeric entries filter out unmatching elements from the view. Learn more in Using Tables.

Click the Close icon to the left of the search icon to close the search field and remove the filter.

[Note] Note

The searches do not include elements in collapsed nodes of the List View, Query Editor, MIDI Keymap Editor, and Reference View.

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.

[Tip] Tip

Hold the Ctrl key while clicking a solo button to exclusively solo the object for which the solo button is associated.

[Note] 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.

Name

This column lists the names of all active game obects and their associated voices. You must select an individual voice to display information in the Voice Graph and the Contribution List panels.

ID

This column lists the identification number assigned to the game object and associated voice instances.

Voice Graph

This panel displays the same content as the Voices Graph tab of the Advanced Profiler, namely the optimized bus hierarchy as it exists in the lower engine at runtime for each of the voices or playback instances managed by the sound engine. It does not, however, have object-specific or text-based filters.

View

Click the View select button to show or hide from the graph the following elements:

  • Game Objects: Displays or hides the Game Objects in the graph view.

  • Events: Displays or hides the Events in the graph view.

  • Targets: Displays or hides the Targets in the graph view.

    A Target refers to the object targeted for playing by the Event. The playing of the Target object triggers its child sources. In the case where a Random Container is the Target, enabling this view option will show both the Random Container targeted by the Event and the resulting source object.

  • Virtual Voices: Displays or hides the virtual voices in the graph view.

  • Devices: Displays or hides the final output devices in the graph view.

  • Volumes: Displays or hides the Volume values in the graph view.

  • LPF: Displays or hides the LPF values in the graph view.

  • HPF: Displays or hides the HPF values in the graph view.

Graph view

Displays the structure and contents of each voice generated by the sound engine. For more information, see the Graph view section of the Voices Graph tab reference documentation.

Contribution List

Opens a search field where standard alphanumeric entries filter out unmatching elements from the view. Learn more in Using Tables.

Click the Close icon to the left of the search icon to close the search field and remove the filter.

[Note] Note

The searches do not include elements in collapsed nodes of the List View, Query Editor, MIDI Keymap Editor, and Reference View.

Name

The name of the objects which make up the final values of the selected voice.

The first row always displays Σ Final Value for the sum total of the Volume, LPF, and HPF of the selected voice.

The child rows have nodes of Wwise objects, such as busses, containers, and sounds. Further child object details can be found under the nodes, covering things such as Attenuations and their emitter-listener pairs. The final child level covers the name of object properties, such as Bus Volume and Voice Volume, which have been changed by a Driver.

Driver

The cause of a possible change in the Final Value for the voice's Volume, LPF, or HPF. It might be a game parameter or a Wwise element (interpreted in the broadest sense to cover an object, property, or setting).

Possible Drivers:

  • Music Segment Envelope (If a Music Track has volume curves.)

  • Background Music Mute

  • Cone Attenuation

  • Distance Attenuation

  • Ducking

  • Event/Actions (Summary of Set Volume Actions—or LPF or HPF.)

  • Fade (For all fade-in/out due to Events.)

  • Game Defined Sends (When a Send % is given by the game.)

  • HDR (When an HDR window changes the volume.)

  • Live Edit (When the user makes a modification while connected to a game.)

  • Modulator (Shows the Modulator name and icon—can be LFO, Time, or Envelope.)

  • Mute (Shown when a Mute Action was triggered. Disappears with Unmute.)

  • Obstruction (Shown under Attenuation nodes.)

  • Occlusion (Shown under Attenuation nodes.)

  • Pause (Shown when a Pause Action was triggered. Disappears when Resumed.

  • Project Value (Value of the property as shown in the Property Editor. Used only when profiling locally—not connected.)

  • Randomizer

  • RTPC (Shows the RTPC name.)

  • SoundBank Value (Taken from the SoundBank.)

  • State (Shows the State Group name.)

[Tip] Tip

For further information on these drivers, please see Notes on How Certain Properties Are Reported.

Driver Value

The corresponding value of the particular driver.

Volume

The impact in dB, rounded to the nearest decimal, of the driver on the voice volume.

LPF

The % impact of the driver to establish a low-pass filter cutoff frequency on the voice. Refer to Wwise LPF and HPF Value Cutoff Frequencies for the corresponding frequency.

HPF

The % impact of the drivers to establish a high-pass filter cutoff frequency on the voice. Refer to Wwise LPF and HPF Value Cutoff Frequencies for the corresponding frequency.


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