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Non-positional sounds are being attenuated on camera cuts in Unreal somehow.

0 votes
I have music and UI sounds set up in wwise with no spatial information.  We have a camera cutting between different locations of an environment and on certain cuts the music and UI sounds drop out (it leaves the UI reverb for some reason).

I can't seem to see anything wrong on the Wwise side, so I suspect it's something to do with the position/attenuation in Unreal stopping them playing.  I've tried moving the blueprint co-ords up in the air and when it hits a certain height is cuts it all, so it's something along these lines.  I've also tried turning off all the default environment attenuation settings in Unreal and that hasn't made any difference.

Some environments it's fine, but the bigger ones are having this problem.  Is there a way to stop them from being muted, expanding the radius or track the camera position?
asked Apr 18 in General Discussion by Adam R. (100 points)
If anyone comes across this post with a similar issue I've worked it out....

Within any Ak Components, under Obstruction Occlusion.  The Refresh Interval is defaulted to 0.2, this needs to be switched off (0).  Even though events in Wwise as set as 2d, with no occlusion.... they are still being affected by this default value on the UE side.  

It's a bit more complicated in Blueprint as just posting an event doesn't give you access to these settings.  You need to add an AK Component, set that to the target of the Post Event.  And then Get Ak Event from the AK Component into the AK Event.  Then in the AK Component settings you have access to the Refresh Interval, switch that off.

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