MASTER MIXER HIERARCHY

We highly recommend that you set up the correct routing to your sounds so they will then be configurable from the in-game UI mixer. We also highly recommend that you have a look in the supplied SDK templates to get an overview of the games default routing and then use it in your own integration pipeline.

 

 

Parent Buses

When setting up sound routing, there are certain "parent" buses that should never be used directly for routing your sounds. These buses are designed as parents to the "child" buses listed in the sections below, and as such all sounds should be routed to the appropriate child, not the parent. Using these parent buses means that your aircraft won't benefit from the in-game UI volume level mixer, nor from the global dynamic mixing structure.

 

The following parent buses should never be directly routed:

 

  • Master Audio Bus
  • game
  • game_aux
  • aux_inside
  • aux_outside
  • game_sfx
  • aircraft_wwisedata
  • aircraft_wwisedata_ai
  • aircraft_wwisedata_player
  • inside
  • outside
  • engine_inside
  • engine_outside

 

The following two parent buses are secondary master buses for avionics through headphones, and - like the other parent buses listed above - they should never be routed directly:

 

  • Master_Headset_Bus
  • warnings

 

Output Buses For Cockpit View

The table below shows the bus structure for player sounds from the cockpit. All sounds that play from the inside view should be routed through these buses:

IMPORTANT: Each one of these output buses has an ambisonic child bus dedicated to ambisonic takes. For more information, please see here.

Output Bus Inside Description
combustion_inside This bus is dedicated to combustion sounds in cockpit view.
jetwhine_inside This bus is dedicated to turbine jetwhine sounds in cockpit view.
propeller_inside This bus is dedicated to propeller sounds in cockpit view.
rotor_inside This bus is dedicated to rotor sounds in cockpit view.
grounds_inside This bus is dedicated to ground sounds in cockpit view, such as, ground roll, or touchdown sounds.
instruments_inside This bus is dedicated to instruments sounds in cockpit view, such as cockpit foleys (pedals, yokes, push button, knobs sounds).
miscellaneous_inside This bus is dedicated to miscellaneous sounds in cockpit view, such as flight control, fuel pumps, hydraulics, and gears.
rain_inside This bus is dedicated to rain sounds in cockpit view.
rattles_inside This bus is dedicated to rattles sounds in cockpit view.
walla_inside This bus is dedicated to walla sounds in cockpit view.
warning_inside This bus is dedicated to warning sounds in cockpit view.
winds_inside This bus is dedicated to wind sounds in cockpit view.

 

 

Output Buses For Outside View

The table below shows the bus structure for player aircraft sounds coming from the outside viewpoint. All the sounds that plays from the outside view should be routed through these buses.

 

Output Bus Outside Description
combustion_outside_generic This bus is dedicated to combustion sounds for piston aircraft in outside view.
combustion_outside_turbine This bus is dedicated to combustion sounds for turboprop, turbofan and turbojet aircraft in outside view.
jetwhine_outside_generic This bus is dedicated to turbine jet whine sounds for little turboprop and turbofan aircraft in outside view.
jetwhine_outside_turbine This bus is dedicated to turbine jet whine sounds for medium to large turboprop and turbofan and turbojet aircraft in outside view.
propeller_outside This bus is dedicated to propeller sounds in outside view.
rotor_outside This bus is dedicated to rotor sounds in outside view.
grounds_outside This bus is dedicated to ground sounds in outside view, such as, ground roll, or touchdown sounds.
instruments_outside This bus is dedicated to instruments sounds in outside view.
miscellaneous_outside This bus is dedicated to miscellaneous sounds in outside view.
rain_outside This bus is dedicated to rain sounds in outside view.
rattles_outside This bus is dedicated to rattle sounds in outside view.
walla_outside This bus is dedicated to walla sounds in outside view.
warning_outside This bus is dedicated to waning sounds in outside view.
winds_outside This bus is dedicated to winds sounds in outside view.

 

 

AI Output Buses for outside view

You will find the same bus structure for AI aircraft SimObjects:

 

Output Bus Outside Description
combustion_generic_ai This bus is dedicated to combustion sounds for piston AI aircraft.
combustion_turbine_ai This bus is dedicated to combustion sounds for turboprop, turbofan and turbojet AI aircraft.
jetwhine_generic_ai This bus is dedicated to turbine jet whine sounds for little turboprop and turbofan AI aircraft.
jetwhine_turbine_ai This bus is dedicated to turbine jet whine sounds for medium to large turboprop and turbofan and turbojet AI aircraft.
propeller_ai This bus is dedicated to propeller AI sounds.
rotor_ai This bus is dedicated to rotor AI sounds.
grounds_ai This bus is dedicated to ground AI sounds, such as, ground roll, or touchdown sounds.
instruments_ai This bus is dedicated to instruments AI sounds in outside view.
miscellaneous_ai This bus is dedicated to miscellaneous AI sounds in outside view.
rain_ai This bus is dedicated to rain AI sounds in outside view.
rattles_ai This bus is dedicated to rattle AI sounds in outside view.
walla_ai This bus is dedicated to walla AI sounds in outside view.
warning_ai This bus is dedicated to waning AI sounds in outside view.
winds_ai This bus is dedicated to winds AI sounds in outside view.

 

 

Aux Buses

There are two different Auxiliary Buses available to you when creating audio, both of which are explained below.

 

Game-Defined Auxiliary Sends

In the sound XML, the AcousticParameters contains several ReverberationPreset parameters. These parameters allows you to set up Shareset reverbs into custom auxiliary buses ( rev_inside_custom, and rev_outdoor_custom) which will then be used as game-defined buses. This means that all sounds that are tagged "using game-defined aux sends" in the WwiseProject will be sent to the custom bus with the effect Shareset you defined in the sound.xml.

Game Defined Aux Sends

Doing it this way ensures that every content provider can create their own cockpit and/or outdoor reverberation for their aircraft, by adding the newly created Shareset into the Wwise package. Adding the shareset to the package is done by simply dragging the shareset in the WWise UI onto your soundbank, as illustrated below:

Adding A Shareset To A Sound Bank

You will then need to set up the right Shareset name in the sound.xml file. For example:

<AcousticParameters>
    <Parameter Name="ReverberationPreset" SharesetInside="rev_my_reverb_inside" SharesetOutside="rev_my_reverb_outside"/>
</AcousticParameters>

Please have a look at the sound.xml categories page to see how to correctly set up your acoustic parameters through sound.xml.

 

Here is the list of Cockpit Reverb Aux Buses that are shared in the Wwise project. In Wwise, aux bus are available following this Master-Mixer hierarchy path:

  • \Master-Mixer Hierarchy\Default Work Unit\Master Audio Bus\game\game_aux.

 

Aux Bus Name Description
rev_inside_custom This bus is the one where SharesetInside is setup for player SimObjects.
rev_outdoor_custom This bus is the one where SharesetOutside is setup for player SimObjects.
rev_outdoor_custom_ai This bus is the one where SharesetOutside is setup for AI SimObjects.

 

Finally, here is the list of the Cockpit Acoustic Sharesets that already exist in the Wwise sample project. Feel free to use them on your own aircraft:

 

Shareset Name Description
rev_inside_generic_airliner Convolution Reverb using IR captured in ATR 62 600
rev_inside_generic_medium Convolution Reverb using IR captured in TBM 930
rev_inside_generic_small Convolution Reverb using IR captured in SR22
rev_inside_c152 Convolution Reverb using IR captured in Cessna 152
rev_inside_c172n Convolution Reverb using IR captured in Cessna 172N
rev_inside_c172sp Convolution Reverb using IR captured in Cessna 172SP
rev_inside_cap10c Convolution Reverb using IR captured in Cap10
rev_inside_da40 Convolution Reverb using IR captured in a Diamond DA40
rev_inside_da62 Convolution Reverb using IR captured in a Diamond DA62
rev_inside_dr400 Convolution Reverb using IR captured in a Robin Dr400
rev_inside_dv20 Convolution Reverb using IR captured in a Diamond DV20
rev_inside_FDCT Convolution Reverb using IR captured in a Flight Design CT
rev_inside_pipercub Convolution Reverb using IR captured in a Pipercub
rev_inside_pipistrel Convolution Reverb using IR captured in a pipistrel Virus SW121
rev_inside_pitts_s2s Convolution Reverb using IR captured in a Pitts S2S
rev_inside_savage Convolution Reverb using IR captured in a Zlin Savage Cub
rev_inside_sr22 Convolution Reverb using IR captured in a Cirrus SR22
rev_inside_tbm930 Convolution Reverb using IR captured in a TBM 930
rev_inside_vl3 Convolution Reverb using IR captured in a JMB VL3
rev_inside_xcub Convolution Reverb using IR captured in a Cubcrafter Xcub

 

User-defined Auxiliary Sends

For outside reverberation, you can also use generic buses that we have shared with the community. All default aircraft models are using these buses with the user-defined mode. For example, here is the generic Outside Reverb Aux Bus available in the Wwise project:

User Defined Aux Sends

 

Every content provider can use the following as user-defined buses:

 

Aux Bus Name Description
rev_outdoor_aircraft This is generic outside reverb for aircraft.
rev_outdoor_aircraft_low_end This is generic outside reverb with more low end. It is mainly designed for airliners.

 

 

Secondary Output Buses

The Master_Headset_Bus, as its name suggests, is a secondary Master bus dedicated to sounds heard through headphones using the Communication Device output bus. This is where you can route avionics warnings that are supposed to play in the user's headset.

 

Output Bus Outside Description
warning_signal This bus is dedicated to warning signal sounds that come through user headset.
warning_voice This bus is dedicated to voice warnings sounds that come through user headset.