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Game Object 3D Viewer Options

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
Range: 0.0 to 4.0
Units: N/A

Game Units Per Meter

The number of game units in a meter. This helps adapt the size of settings in meters

Default value: 1
UI Range: 0.001 to 1000
Range: FLT_MIN to FLT_MAX
Units: Game units/meter

You don't need to adjust this setting if it is set by your game with the fGameUnitsToMeters initialization setting.

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
Range: 0.1 to 10,000
Units: Game units

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:

  • Y Up - The X-Z plane will be used as the floor.

  • Z Up - The X-Y plane will be used as the floor.

  • X Up - The Y-Z plane will be used as the floor.

Camera Speed

Determines the speed of camera movement.

Default value: 1.0 (approximately 15 units per second)
Range: 0.1 to 10
Units: Wwise units per frame

Camera Acceleration

Multiplier used to determine the acceleration when holding Shift and moving the camera.

Default value: 3
Range: 0.1 to 10
Units: N/A

Text

Size

Multiplies the size of the text in the 3D Viewer.

Default value: 1.0
Range: 0.1 to 4.0
Units: N/A

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 AK::SoundEngine::SetMultiplePositions .

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
Range: 0.1 to 10,000
Units: Game units

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
Slider Range: 0 to 1
Units: N/A

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
Slider Range: 0.01 to 1000
Units: meters

Acoustics

Diffraction

Determines whether diffraction paths or diffraction rays are displayed in the 3D Viewer. The following options are available:

  • None - Neither diffraction paths nor diffraction rays are displayed in the 3D Viewer.

  • Paths - Displays diffraction paths in the 3D Viewer. They represent the path the emitted sound takes to reach the listener after diffracting from Spatial Audio Portals or Geometry edges.

  • Rays - Displays the diffraction rays cast by the ray casting engine instead of the audio paths. The diffraction rays are cast to sample the environment and find potential diffraction paths.

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:

  • None - Neither reflection paths nor reflection rays are displayed in the 3D Viewer.

  • Paths - Displays reflection paths in the 3D Viewer. These paths are created by Spatial Audio to be sent to the Reflect Effect plug-in. They represent the path the emitted sound takes to reach the listener after reflecting off the Spatial Audio Geometry.

  • Rays - Displays the reflection rays cast by the ray casting engine instead of the audio paths. The reflection rays are cast to sample the environment and find potential reflection paths.

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
Slider Range: 0 to 1
Units: N/A

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
Slider Range: 0 to 1
Units: N/A

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
Slider Range: 0 to 1
Units: N/A

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
Slider Range: 0 to 5.0
Units: N/A


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