4.2) Signal Flow Profiling
You already know that Wwise has a powerful Profiler showing you every Game Call that is sent to Wwise by a game engine. But as a project gets bigger and bigger and the playback systems in the Actor-Mixer Hierarchy and the Bus structure in the Master-Mixer Hierarchies more complicated, you need other tools to check on the Signal Flow of various Wwise Objects. And because the two hierarchies are stacked on top of each other in the Project Explorer, it’s not always clear how the Bus Objects in the Master-Mixer Hierarchy relate to the Objects in the Actor-Mixer Hierarchy. To help see this relationship, Wwise provides the Schematic View.
In the menu bar choose Layouts > Schematic or press F9.
By default, the Schematic View always shows the highest level within the Wwise Signal Flow structure.
Expand the Master Audio Bus and some other Objects.
Solid lines represent the structure of how Objects relate to each other as seen in the Project Explorer. Small dashed lines represent Audio routing relationships between Objects. You can clearly see how the robot Actor-Mixer has its Output Routing set to the Fx Bus in the Master-Mixer Hierarchy, but its child Actor-Mixers are routed to individual Sub-Busses of the Fx Bus. Large dashed lines, like the one coming from the Robot’s voice and foley Actor-Mixers, indicate where an Object has an output that overrides its parent’s output. If you wanted you could track the Signal Flow all the way to individual source files. (Pic01 Schematic View)
Select the level01 Blend Container and open it up so you can see all child Containers. Click View Settings in the upper right corner of the Schematic view, it has a small symbol of a gear wheel.
Select a few Properties to profile in the Schematic View, such as the Bus Volume, Voice Volume, Voice Pitch and Voice LPF check boxes, and click OK. (Pic02 View Settings)
The Properties that you selected are added below each of the Objects. Now you can quickly make adjustments to these common settings within the Schematic View. (Pic03 Viewing Properties)
Make any changes you’d like to the displayed Properties.
Generate the SoundBanks, play the game and listen to any changes you made.
Now choose Layouts > Voice Profiler or press F11.
Wwise's Voice profiling tools complement Signal Flow profiling with help to analyze a basic building block of your project: its Voices. Basically, all Audio Sources triggered by Events become what is referred to as a Voice. While the Voice Profiler layout uses several views found in other layouts, the two primary ones for voice profiling are the Voice Inspector and the Voice Monitor.
During and after a Capture Session, the Voice Inspector shows a list in its first panel of the captured active Voices at the selected timeline point in the Performance or Voice Monitor. From these Voices, you can select one for display in the Voice Graph and the Contribution List panels to the right. Each panel provides information on the voice workflow and elements that contribute to its final value of the Volume Output. (Pic04 Voice Profiler)
During and after a Capture Session, the Voice Monitor displays a timeline of captured information, listing every Voice played and its associated Volume. Selecting a point on the timeline lists all the Wwise and associated Game Objects that were active at that moment, along with their Voice Volume.
If you are in the middle of profiling and would like to listen in to specific elements without some others, then another neat trick is to use the Solo and Mute Buttons Wwise offers for nearly every Object.
You can either solo one or a couple of elements, or mute elements you don’t want to hear in profiling. And because the project is set up very organized at this point, you can even apply solo and mute to Objects in the Master-Mixer Hierarchy. If you have several Objects on Solo or Mute and you quickly want to disable them, you can click on the global Solo and Mute buttons below the main menu bar. (Pic05 Solo and Mute)