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The Multiband Meter Effect is similar to the Meter Effect, but meters multiple frequency bands of the audio signal in one effect, and drives values for multiple game parameters. The Multiband Meter provides enhanced control over the frequency space of a mix, which you can use to implement advanced forms of side-chaining with RTPCs.
The Effect performs the following steps:
Downmixes the input audio signal into a single channel of data.
Performs a fullband measurement of the level of the audio signal.
Runs a bank of parallel Butterworth high-pass and low-pass filters to split the audio signal into multiple frequency bands.
Measures the level of each filtered audio signal.
It is also possible to monitor the filtered audio signals when Wwise is connected to the sound engine. Typically, the Multiband Meter Effect does not modify the output audio signal in any way. However, when one of the Listen check boxes is set, the output audio of the Multiband Meter Effect is replaced with one of the filtered audio signals used for the metering process. This is intended to be used for debugging purposes, in order to review which portion of the audio signal is being metered.
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界面元素 |
描述 | |||
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Name |
名称。效果器实例的名称。 效果器实例是一组效果器属性设置。它们可以是两种类型之一:自定义或共享集。自定义实例只能由一个对象使用,然而共享集可在多个对象之间共享。 | |||
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(Object Color) |
显示对象的颜色。单击图标可打开颜色选择器。 ![]() 选择一种颜色并将其应用于对象。在为对象选择某种颜色时,会在选定方块上显示调色板图标,并在右下角标注黄色三角(如图所示)。 若要沿用父对象的颜色,请选中颜色选择器最左侧的方块。 | |||
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Inclusion |
启用。决定是否在生成 SoundBank 时在其中包含相应元素。如勾选,则包含该元素。如未勾选,则不会包含该元素。 为了针对各个平台来优化声音设计,有时需在特定平台上弃用某些元素。在默认情况下,此复选框会应用于所有平台。使用复选框左侧的 Link 标志 来取消链接相应元素。然后,便可根据平台来自定义复选框的状态。 若取消选中此选项,则将禁用编辑器中的属性和行为选项。 Default value: true | |||
![]() ![]() (Show references) |
指示工程中有多少元素包含对对象的直接引用。若存在对对象的引用,则图标显示为橙色;若不存在此类引用,则图标显示为灰色。 通过单击该按钮,可打开 “Reference View 视图”一节,并在 References to:(引用:)字段中查看对象的名称。 | |||
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Notes |
备注。Effect 的其它信息。 | |||
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Metering |
电平测量。指示当前正在测量电平的对象的名称。 | |||
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允许浏览其他要测量电平的对象。
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设置 Effect Editor 中选定标签页的显示方式。默认情况下,整体面板中仅显示一个选定标签页。不过,您可以通过单击分隔器按钮将面板沿横向或纵向一分为二,显示两个不同的标签页。当前所选选项将以高亮背景色显示。
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Mode |
电平计量模式。 该插件可设置为跟踪峰值或 RMS。
Default value: RMS | |||
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Scope |
Default value: Global | |||
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Infinite Hold |
无限保持。若启用,则将输出值无限期保持在启用该选项后监控到的最高电平。也就是说,输出值只会增大而不会减小。 在启用此选项时,Hold 属性值不起作用。 Default value: false | |||
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Apply Downstream Volume |
应用下游音量。启用后,电平表将显示在上层对象层级中作用的音量增益。 For example, if the volume of the Main Audio Bus is increased by 10 and the volume of a child Audio Bus is decreased by 15, then all its children will inherit the sum total gain of -5. Although the gain is always audible, the meter only reflects it when this option is enabled. Default value: false | |||
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Per-Band Properties and Dynamics | ||||
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Output Game Parameter | ||||
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When set, the output value is sent to this Game Parameter based on the playing instance's Scope, either a specific Game Object or globally.
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Attack |
启动时间。当监视电平超出当前输出值时,输出值升高 10 分贝所花费的时间。 单位:s Default value: 800 Range: 20 to 20000 Units: Frequency | |||
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High-Frequency Roll-off |
The roll-off of the frequency range to be metered. Higher values result in sharper roll-offs around the range being metered. Default value: 24 dB/Oct Units: dB/octave | |||
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High-Frequency Cut |
The upper end of the frequency range to be metered. A low-pass filter at this frequency point is performed for the metering process. 单位:Hz Default value: 16000 Range: 20 to 20000 Units: Frequency | |||
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High-Frequency Roll-off |
The roll-off of the frequency range to be metered. Higher values result in sharper roll-offs around the range being metered. Default value: Disabled Units: dB/octave | |||
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Attack |
启动时间。当监视电平超出当前输出值时,输出值升高 10 分贝所花费的时间。 单位:s Default value: 0.0 Range: 0 to 10 | |||
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Hold |
保持。输出值从监控到的电平低于当前输出值时开始降低所花的时间。 This property has no effect while Infinite Hold is enabled. 单位:s Default value: 0 Range: 0 to 10 | |||
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Release |
释放时间。当监视电平低于当前输出值时,输出值降低 10 分贝所花费的时间。 单位:s Default value: 0.1 Range: 0 to 10 | |||
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Min |
最小输出值。 Default value: -48 Range: -96.3 to 0 | |||
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Max |
最大输出值。 Default value: 0 Range: -96.3 to 12 | |||
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Listen |
When selected, the output audio signal of the Effect is replaced with the filtered audio signal that is being metered for the given band. This can be used for debugging purposes to check precisely what audio is being analyzed for the given band. Only one band can be listened to at a time. This property is not persisted, and is only relevant when connected to a running instance of the sound engine. | |||