Menu
Lumberyard
User Guide (Version 1.14)

Using the Audio Controls Editor

All actions, events, and parameters from your game are communicated to the Audio system using Audio Translation Layer (ATL) controls that are mapped to one or more controls inside your selected middleware (Wwise or Wwise LTX). The connection between the ATL controls and the middleware controls, as well as the creation of the controls themselves, are done using the Audio Controls Editor.

To open the Audio Controls Editor, click Tools, Other, Audio Controls Editor. The editor consists of three panels: the ATL controls panel (1), Inspector panel (2), and middleware-specific (such as Wwise) Controls panel (3).

The following tables list various controls and properties available in the different panes of the Audio Controls Editor. The controls available in the middleware Controls panel are by definition middleware-specific.

Audio Controls Table

Audio Control Icon Description
Trigger Containers that execute all audio controls that are connected to them. You can preview a trigger by right-clicking it and then selecting Execute Trigger, or by pressing the keyboard spacebar.
RTPC Real-Time Parameter Control (RTPC) is typically a floating-point variable that is updated continuously over time to alter a parameter's value, which the audio middleware can use to drive corresponding effects.
Switch A variable that can be in one of several states that can be set by code. For example, a SurfaceType switch might have values of Rock, Sand, or Grass.
Environment Environments can be set on areas such as AreaBoxes, AreaShapes, and AreaSpheres, which allow for driving environmental effects such as reverb and echo.
Preload A preloaded sound bank, which is an audio file that includes packaged audio data that contains both a signal and metadata.

The Inspector panel allows you to edit all the properties of the control currently selected in the ATL controls panel, including making connections to any matching middleware-specific controls.

Inspector panel table

Property Description
Name The name of the control. This can also be edited in the ATL controls panel.
Scope Controls can exist for a global or on a per-level scope. A control with a global scope exists as long as the game is running and regardless of whether the control is used in the current level. When a specific level is defined as the scope, the controls exist only when that level is loaded. This setting is useful in low-memory systems because controls are loaded only in levels in which they are needed.
Auto Load Available only for preloads. If Auto Load is selected, the elements preloaded with this control will be reference counted—that is, only one copy of them is created that is shared between all users.
Preloaded Soundbanks Available only for preloads. The soundbanks connected with a preload can be different for different platforms. Different soundbanks can be added to different groups, and then in the Platforms field you can choose which group to load for each platform you are targeting.
Platforms Available only for preloads. Allows you to set which group of soundbanks to load for each platform. You can share a group between several platforms.
Connected Controls Contains all the middleware controls connected to your control.

To create new connections between ATL controls and middleware-specific controls, just drag the control from the middleware controls panel to the Connected Controls area of the Inspector panel. A middleware control can also be dragged directly to the ATL controls panel; doing so creates a new control with the name of the middleware control and automatically connects both of them.

Note

After creating a new control, in the Audio Controls Editor, click File, Save All to be able to preview the control.

Using Audiokinetic Wwise LTX

If you use Audiokinetic Wwise LTX, the project must be in a location where the Audio Controls Editor can detect it. The .wproj project is located at \[game folder]\Sounds\wwise_project\. You will need to configure Wwise LTX to build soundbanks to the following location: \[game folder]\Sounds\wwise\. These locations are hard-coded requirements and should not be changed.

Soundbanks for Audiokinetic Wwise LTX are located in the \Sounds directory:

  • \SamplesProject\Sounds\wwise\Content.bnk

  • \SamplesProject\Sounds\wwise\Init.bnk