| name | wwise-objects |
| description | Create, delete, rename, move, copy Wwise objects. Set properties (Volume, Pitch, etc.) and references (OutputBus, Attenuation, Effects). Use for general object manipulation that applies to any Wwise object type. |
| metadata | {"author":"silver-rain-dev","version":"1.0"} |
Wwise Objects (General Editing)
Tools
create_wwise_objects — create one or more objects (batch), with optional children and properties
delete_wwise_objects — delete one or more objects (batch) and their children
set_wwise_object_name / set_wwise_object_notes — rename or annotate
set_wwise_object_properties — set properties AND/OR references on one or more objects (batch). Replaces separate property/reference tools.
move_wwise_objects — move one or more objects to new parents (batch)
copy_wwise_object — duplicate an object to a new parent
Batch Guidance
All batch tools accept a list — use a single-entry list for single operations.
Prefer setting properties at creation time via @Property keys in children dicts
when possible, to avoid post-creation property calls.
Short Name / Default Parent Support
Three batch tools support optional context parameters to reduce token usage:
create_wwise_objects — default_parent: shared parent for all objects. Individual entries can omit parent.
set_wwise_object_properties — parent: resolves short names in object fields by querying the parent's children.
move_wwise_objects — source_parent (resolves short names in object) + new_parent (default destination, entries can omit parent).
When a context parameter is set, object references can use short names (e.g. "Footstep_01") instead of full paths. Full paths/GUIDs still work alongside short names.
Example — set volume on 3 siblings:
{
"parent": "\\Actor-Mixer Hierarchy\\Default Work Unit\\SFX\\Footsteps",
"operations": [
{"object": "Step_01", "properties": {"Volume": -6}},
{"object": "Step_02", "properties": {"Volume": -6}},
{"object": "Step_03", "properties": {"Volume": -6}}
]
}
Event Actions
Use create_wwise_objects to add Actions to Events:
type: "Action"
parent: the Event (path, GUID, or "Event:Play_Sound_01")
properties: {"ActionType": 1} — values: 1=Play, 2=Stop, 3=Pause, 4=Resume, etc.
list_name: "actions" (inserts into the Event's action list)
- After creation, set the
Target reference via set_wwise_object_properties to point at the playable object
Example:
[{
"parent": "Event:Play_Gunshot",
"type": "Action",
"name": "",
"on_name_conflict": "rename",
"list_name": "actions",
"properties": {"ActionType": 1}
}]
Then set the target:
[{"object": "<action GUID>", "references": {"Target": "\\Actor-Mixer Hierarchy\\...\\Gunshot"}}]
Valid Action targets must be playable objects: Sound, ActorMixer, RandomSequenceContainer, SwitchContainer, BlendContainer, MusicSwitchContainer, MusicPlaylistContainer, MusicSegment, etc. Virtual folders (PropertyContainer/WorkUnit) cannot be targeted — WAAPI silently ignores the reference.
When NOT to Use
For container-specific operations (switch assignments, blend tracks, state groups, randomizer, attenuation curves, game parameter ranges), use wwise-containers instead.