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You can use the Game Object 3D Viewer Options to specify what information will be displayed in the Game Object 3D Viewer.
Interface Element |
Description |
---|---|
View | |
![]() Icon Size |
Multiplies the size of the Game Object icons.
Default value: 1.0 |
![]() Game Units Per Meter |
The number of game units in a meter. This helps adapt the size of settings in meters
Default value: 1
You don't need to adjust this setting if it is set by your game with the |
![]() Grid |
Determines whether a grid on the floor plane is displayed in the 3D Viewer. |
Grid Subdivision Size |
The spacing between the lines of the floor grid.
Default value: 1 |
![]() World Axis |
Determines whether the world axis indicator is displayed in the 3D Viewer. |
![]() World Orientation |
The vector pointing up in the graph of the 3D Viewer. The following options are available:
|
![]() Camera Speed |
Determines the speed of camera movement.
Default value: 1.0 (approximately 15 units per second) |
![]() Camera Acceleration |
Multiplier used to determine the acceleration when holding Shift and moving the camera.
Default value: 3 |
Text | |
![]() Size |
Multiplies the size of the text in the 3D Viewer.
Default value: 1.0 |
![]() Game Object Name |
Determines whether the name of the game object is displayed in the 3D Viewer. |
![]() Game Object Input Channels |
Indicates which channels are emitted for each position of a given Game Object.
Toggling the Input Channels option on will show the channel mask for each position of a given Game Object if these positions only use a subset of the possible source channels. For example, when the Game Object positions are set using the AkChannelEmitter version of
Toggling the Input Channels option on does not result in any noticeable change if all channels are emitted from all positions of a given Game Object. |
![]() Game Object Position |
Determines whether the coordinates of the game object are displayed in the 3D Viewer. |
![]() Game Object Voices |
Determines whether the names of the Attenuation ShareSets used, if any, are displayed in the 3D Viewer. |
![]() Portal Info |
Determines if captured Portal information, such as the name and state, is displayed. |
![]() Diffraction % |
Determines whether diffraction percentages are displayed in the 3D Viewer. They represent the amount of diffraction applied at a Spatial Audio Geometry edge. |
![]() Transmission % |
Determines whether transmission percentages are displayed in the 3D Viewer. They represent the amount of transmission loss applied when a sound passes through a Spatial Audio Geometry. |
Game Object | |
![]() Active Voices Only | With this enabled, only game objects that have active voices are displayed in the viewer. A game object is considered to have active voices if an active voice is emitting from the game object, or if the game object is a listener of an active voice. |
![]() Virtual Voices | With this enabled, game objects that have virtual voices are displayed in the viewer. |
![]() Axis |
Determines whether arrows aligned with the front and top axes of the game object are displayed in the 3D Viewer. These arrows are shown in the same color as the Z and Y axes, respectively. Also determines whether the arrow aligned with the front of a Portal is displayed in the 3D Viewer. This arrow is shown in the same color and opacity as the Portal. |
Axis Size |
The length of the top and front axes that indicate the orientation of a Game Object or Portal.
Default value: 1 |
![]() Radius Opacity |
Adjusts visibility of the Game Object radii within the Game Object 3D Viewer, where 0 is transparent and 1 is fully opaque.
Default value: 0.5 |
![]() Inaudible Radius |
Determines whether the radii of a Game Object are shown when the listener is beyond the Max distance defined in its attenuation. |
![]() Attenuation Cone |
Determines whether the attenuation cone of the voice, if any, is displayed in the 3D Viewer. |
![]() Attenuation Radius |
Determines whether the attenuation radius of the voice, if any, is displayed in the 3D Viewer. |
![]() Attenuation Spread |
Determines whether spread cones are displayed on the listener game object in the 3D Viewer. |
Spread Size |
Adjusts the size of the spread cones.
Default value: 2.0 |
Acoustics | |
![]() Diffraction |
Determines whether diffraction paths or diffraction rays are displayed in the 3D Viewer. The following options are available:
|
![]() Diffraction Edges |
Determines whether diffraction edges are displayed on the Spatial Audio Geometry in the 3D Viewer. |
![]() Edge Receptors |
Displays the edge receptors. Edge receptors are used by the ray casting engine to find potential diffraction edges. |
![]() Virtual Emitters |
Determines whether virtual emitters are displayed in the 3D Viewer. They represent the simulated position of the emitted sound after diffracting from Spatial Audio Portals or Geometry edges. |
![]() Inaudible Paths |
Determines whether inaudible paths are displayed or hidden in the 3D Viewer. |
![]() Reflection |
Determines whether reflection paths or reflection rays are displayed in the 3D Viewer. The following options are available:
|
![]() Image Sources |
Determines whether image sources are displayed in the 3D Viewer with an icon. They represent the position of image sources created with the Reflect Effect plug-in. |
![]() Wire Frame |
Determines if Portals and Geometry are displayed as transparent wire frames or as solid colored texture. |
![]() Transparent Triangles |
Enable/Disable the display of transparent triangles. Transparent triangles are triangles with a transmission loss of 0.0. |
![]() Reverb Zone Transition Regions |
Determines whether Reverb Zone Transition Regions are displayed in the 3D Viewer. |
![]() Geometry Opacity |
Adjusts visibility of the Spatial Audio Geometry within the Game Object 3D Viewer, where 0 is transparent and 1 is fully opaque.
Default value: 0.5 |
![]() Portal Opacity |
Adjusts visibility of Spatial Audio Portals within the Game Object 3D Viewer, where 0 is transparent and 1 is fully opaque.
Default value: 0.5 |
![]() Room Extent Opacity |
Adjusts visibility of the Spatial Audio Room Extent within the Game Object 3D Viewer, where 0 is transparent and 1 is fully opaque. The room extent is a bounding box computed from the different vertices of the room. The room extent is used in the calculation of the room wet transmission spread. Refer to Setting up Room Geometry for further details.
Default value: 0.0 |
![]() Clusters |
Select to display emitter clusters in the 3D Viewer. They represent grouped emitters based on their distance from the listener. |
Cluster Size |
Adjusts the size of spheres representing emitter clusters in the 3D Viewer.
Default value: 1.0 |
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