Globals¶
Actor Mixers¶
Mixers combine various voices. Their main use is to define a base set of properties, busses and effects to apply to the signal. In Fromsoft games, the common hierarchy of Actor Mixers is defined in the cs_main soundbank.
Note
The bus a sound will be using is usually specified through the actor mixer it is attached to. When you adjust the game's volume in the settings menu (e.g. master, music, voices, sfx), this modifies a property on these busses. If you notice your custom sword clang is controlled by the voices volume instead of sfx it is because you've selected the wrong actor mixer for it.
Busses¶
Wwise uses a dry/wet signal processing architecture typical for many modern audio frameworks. In this context, dry means the unprocessed signal that will be sent to the speakers (i.e. no additional effects applied). Part of this signal can also go to one or more auxilliary busses (AuxBus in yonder). These will apply additional effects like reverb to form the wet signal, which is mixed with the dry signal to form the final output. This way, an audio engineer can e.g. apply location-specific reverb without modifying each sound individually by controlling how much of these effect busses is mixed in.
Effects¶
Effect nodes modify the audio signal in complex ways (e.g. reverb, compression, etc.). Wwise uses a plugin-based system for audio effects. Yonder has only basic support for these right now.