Audiokinetic Wwise Knowledge Base

All 0-9 A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Word Description
Parametric EQ An audio effect plug-in that allows you to apply a variety of filters to shape the spectrum of your sound.
Parent Object An object within a hierarchical structure that contains child objects.
Passband The band of frequencies that passes through a filter with essentially no attenuation.
PCM Pulse code modulation. A method for encoding audio files where distinct binary representations or pulse codes are chosen, and these are quantized by measuring values between two encoded points, selecting the value associated with the nearest point.
PCM Frame A PCM frame is composed of samples for all channels at a given time. Each frame represents 1/sample frequency seconds.
Peak Limiter An audio effect that controls the dynamic range of audio signals. It does this by weakening parts of the audio signal that briefly exceed a pre-defined threshold value as calculated with peak-based detection.
Physical Voice The physical environment of the game where audio or motion are played and processed by the sound engine. When volume levels become very low, sounds and motion objects can move into a virtual environment where they are managed and monitored by the sound engine, but no processing is performed.
Point Source A source that emits sound or motion as if from a single point.
Post-exit The segment area after the exit cue that can be used for transitions in interactive music.
Pre-entry The segment area before the entry cue that can used for transitions in interactive music.
Prefetch Time In streaming, this refers to a small buffer that covers the latency time required to fetch the rest of the file data.
Preset A customized set of properties for objects, effects, and sound/motion propagation that can be saved and re-used at any time.