Version
AkAmbient | Use this component to attach a Wwise Event to any object in a scene. The sound can be started at various moments, dependent on the selected Unity trigger. This component is more useful for ambient sounds (sounds related to scene-bound objects) but could also be used for other purposes |
AkAudioListener | Add this script on the game object that represent an audio listener. It will track its position in Wwise. This is normally added to the Camera object or the Player object |
AkBank | Loads and unloads a SoundBank at a specified moment. Vorbis sounds can be decompressed at a specified moment using the decode compressed data option. In that case, the SoundBank will be prepared |
AkBankManager | Maintains the list of loaded SoundBanks loaded. This is currently used only with AkAmbient objects |
AkEnvironment | Use this component to define a reverb zone. This needs to be added to a collider object to work properly. How to use AkEvironment and AkEvironmentPortal with the inspector (Reverb Zones) |
AkEnvironment::AkEnvironment_CompareBySelectionAlgorithm | |
AkEnvironmentPortal | Use this component to define an area that straddles two different AkEnvironments zones and allow mixing between both zones. How to use AkEvironment and AkEvironmentPortal with the inspector (Reverb Zones) |
AkEvent | Helper class that knows a Wwise Event and when to trigger it in Unity |
AkEventCallbackMsg | Event callback information. Event callback functions can receive this structure as a parameter |
AkGameObj | This component represents a sound emitter in your scene. It will track its position and other game syncs such as Switches, RTPC and environment values. You can add this to any object that will emit sound. Note that if it is not present, Wwise will add it automatically, with the default values, to any Unity Game Object that is passed to Wwise |
AkInitializer | |
AkMemBankLoader | |
AkState | This will call AK::SoundEngine::SetState whenever the selected Unity event is triggered. For example this component could be set on a Unity collider to trigger when an object enters it |
AkSwitch | This will call AK::SoundEngine::SetSwitch whenever the selected Unity event is triggered. For example this component could be set on a Unity collider to trigger when an object enters it |
AkTerminator | |
AkTriggerBase | |
AkUtilities | This is based on FNVHash as used by the DataManager to assign short IDs to objects. Be sure to keep them both in sync when making changes! |
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