Audiokinetic Wwise Knowledge Base

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Word Description
Absolute Property Properties, such as output routing, positioning, and playback priority, that are usually defined at the top-level parent object and automatically passed down to each of the parent's child objects. You can override the top-level parent properties by defining these properties at a different level within the hierarchy.
Actor-Mixer A hierarchical structure of one or more sounds, motion objects, containers, and/or actor-mixers that can be used to control the properties for all objects below it.
ADPCM Adaptive Differential Pulse Code Modulation (ADPCM) is an audio file conversion encoding method that quantizes the difference between a sound signal and a prediction that has been made of that sound signal. The ADPCM quantization step is adaptive, which results in better audio quality for the compressed signals. This method differs from PCM encoding where the signals are quantized directly.
Argument A collection of similar argument values that have been grouped together to form a particular category or outcome that exists in game. Arguments are used within Dialogue Events to help determine which piece of dialogue to play.
Argument Value A particular alternative within an argument category that exists in a game. Argument values are used in Dialogue Events to determine which piece of dialogue to play.
Attenuation The decrease in volume of a sound, music, or motion fx object, as it moves away from the source emitter.
Audio Input The Audio Input is a sample source plug-in that allows audio content generated by the game to be sent through the Wwise pipeline and processed by the sound engine.
Audio Source A separate abstraction layer between the audio file and the sound object. It is linked to the audio file imported into your project and is where you define the conversion settings for the various game platforms. The audio source remains linked to the audio file that you imported into your project so that you can reference it at any time.
Auto-ducking The action of lowering the volume level of one audio signal in order for another simultaneous audio signal to have more prominence.