Select the Wave Sound node in the project tree to show a list of the wave sounds in the Sound Set tab.
The list is split and displayed in upper and lower sections in the Sound Set tab.
The upper part of this split tab is called the Wave Sound Set List, and the lower part is called the Wave Sound List.
Wave sounds are played by loading the referenced waveform data into memory. The main use of wave sounds is for sound effects, which require an extremely large variety of wave sounds. It would be inefficient to load all of these wave sounds individually into memory. The Wave Sound Set defines a combination of waveform data that can be loaded into memory all at once.
Usually, a set of waveform data for sound effects is collected together for each scene and loaded into memory. Sound data that assumes this approach to the loading of waveform data can be created by using a Wave Sound Set to efficiently gather together the effect sounds (wave sounds) to be used in a given scene.
To create or add a Wave Sound Set, select the list region in the Sound Set tab and then select Project → Add Item → Wave Sound Sets.
To create or add a wave sound set, right-click the Wave Sound Set List and use the shortcut menu.
This section describes the meaning of each of the elements that define a Wave Sound Set List.
Specifies the name of the wave sound set.
There are restrictions on the characters that can be used in a name. The following characters can be used.
- The first character must be a single-byte letter or an underscore. [a-zA-Z_]
- Other characters must be single-byte alphanumeric or an underscore. [a-zA-Z0-9_]
Used to configure which waveform archive a given bank is associated with (in other words, chooses the waveform archive you want to share).
To read about waveform archives in combination with output methods,see Waveform Archive Automatic (Shared, Separate) Settings.
To create or add a wave sound, first select the Wave Sound List that you want to add the wave sound to using the Wave Sound Set List.
Next, select Project → Add Item → Wave Sounds.
To create or add a wave sound, right-click the Wave Sound List and use the shortcut menu.
Wave sounds are edited using the Wave Sound List.
Representing the elements required when defining a wave sound, each column in the Wave Sound List corresponds to an element that is required by the wave sound data in a sound archive.
This section describes the meaning of each of the elements that define a Wave Sound List.
Clicking this button will register the selected sound in the Preview Player window, and will trigger playback of the wave sound.
Specifies the name of the wave sound. Programs use this name to play the wave sound through the snd library from the sound archive that is ultimately created.
There are restrictions on the characters that can be used in a name. The following characters can be used.
- The first character must be a single-byte letter or an underscore. [a-zA-Z_]
- Other characters must be single-byte alphanumeric or an underscore. [a-zA-Z0-9_]
Specifies the compression method to use when the converter converts reference wave files.
Specifies the wave file to be referenced when creating a wave sound.
There are restrictions on the characters that can be used in a file name or path name. The following characters can be used.
- The first character of a file name must be a single-byte letter or an underscore. [a-zA-Z_]
- Other characters in a file name must be single-byte alphanumeric or an underscore. [a-zA-Z0-9_]
Displays the playback time for sounds (the length of the waveform data expressed as time).
The units are displayed in the "m:s.ms" format. The milliseconds are rounded up to the nearest two decimal places.
Shows the size of the waveform data after compression conversion.
The content on display is updated when files are converted.
Specifies the volume (from 0 to 255) to use when the SND library plays the wave sound.
If sound data volume is set to 127, playback is made at an equal volume (x1) as source data.
However, volume can be set in various ways (data or program).
The result after all setting values are applied is clamped between 0.0x and 2.0x versus the source volume.
For more details, see the chapter Operating Sound Parameter Controls in the Sound System Manual.
Specifies the channel priority of the wave sound as a value from 0 through 127. The higher the value, the higher the priority. Channel priority is used as the voice priority passed to the AX library when a wave sound is actually voiced.
Specifies the player priority of the wave sound as a value from 0 through 127. The higher the value, the higher the priority.
Player Priority selects which sounds to play (or stop) when the Player attempts to play more than its sound limit, or more than the maximum number of sounds and tracks as configured in the system settings.
For details, see the Sound System Manual.
Specifies the player to use when voicing a wave sound.
The values 0 through 3 represent the four types of actor players to be played.
Because actor players correspond to a real-world sound source or, specifically, the vocal chords of a certain voice, it is possible to limit the number of sounds that can be played at the same time for each actor player.
Just as with a player, if the set number of sounds is exceeded, the player priority set for each sound is compared, and the sound with the lowest priority is stopped. The initial value of the number of restricted sounds for each actor player is unlimited for actor player number 0, and 1 for all other actor player numbers 1 through 3.
Actor players are mainly used in conjunction with 3D sound actors. As an example, this is useful when you want to suppress the playback of a sound at the actor level in situations where the same sound might be played simultaneously by multiple 3D sound actors.
Specifies the pan (from 0 to 127) to use when the SND library plays the wave sound.
Specifies the surround pan when SoundLib plays wave sounds as a value from 0 through 127.
Specifies the pitch (as a percentage) to use when the snd library plays the wave sound.
You cannot enter a number smaller than 0.00001. When batch editing files, values less than 0.00001 will be corrected to 0.00001.
Specifies the release time of the release envelope as a value from 0 through 127.
Specifies the send amount for auxiliary bus A as a value from 0 through 127.
Specifies the send amount for auxiliary bus B as a value from 0 through 127.
Specifies the send amount for the main bus as a value from 0 through 127.
The send amount for the auxiliary and main buses are mixed as shown in the schematic below.
You can create sounds with just the auxiliary bus (effect) components by setting the value of send MAIN to 0.
If this option has been checked, the voice priority of the corresponding sound is not reduced even during release.
Sets whether 3D sound volume control is applied.
3D sound volume control for sounds can be disabled by removing this check.
Sets whether 3D sound pan control is applied.
3D sound pan control for sounds can be disabled by removing this check.
Sets whether 3D sound surround pan control is applied.
Clear this check box to disable 3D sound surround pan control for sounds.
Sets whether 3D sound voice priority control is applied.
Clear this check box to disable 3D sound voice priority control for sounds.
Sets whether 3D sound Biquad filter control is applied.
Check this item to enable 3D sound Biquad filter controls for sounds.
Selects the volume decay system to be applied to 3D sounds.
Selects the volume decay ratio to be applied to 3D sounds.
Sets the Doppler effect to be performed by the 3D sound.
Sets the pitch variation to be used by the Doppler effect as a value from 0 through 255.
The default value is 0. The larger the value, the greater the change in pitch, while a value of 0 represents absolutely no change in pitch.
Select Dual or Balance as the pan operational mode for stereo waveforms. Balance is the mode in which the left/right audio volume balance is adjusted, and Dual is the mode in which pan is set using the left and right channels as separate monaural voices.
For more information about setting and using pan modes, see the "Pan Operations" section in the Sound System Manual.
Pan curve sets the type of attenuation curve used to determine the audio volume on the left and right channels during pan operations.
For more information about setting and using pan curves, see the "Pan Operations" section in the Sound System Manual.
Sets whether to use the front bypass setting for 3D Surround.
When this check box is selected, the mode becomes Front Bypass mode.
In Front Bypass mode, the front L/R audio plays from the locations of the physical speakers.
In normal 3D Surround, the front L/R audio plays from the locations of the virtual speakers (which are wider than the physical speakers)
Configures the 32-bit numerical value that the user is free to set.
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