Wwise Unity Integration Documentation
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A. Surface Reflectors and Portals
Just like portals will open up a room area to let the sound propagate through it, it will also do the same through a reflective surface. At the end of the Surface Reflectors Tutorial, we noticed that reflections were occuring on openings of our mesh if we used simple cubes as surface reflectors. To fix this problem, Spatial Audio Portals are also aware of reflection paths and let them pass through. Reflection paths will even diffract on the borders of a portal.
- Setup is simple, just placing a portal through a room and a surface reflector should do the trick.
Reflection paths going through a Portal in the Game Object 3D Viewer
B. Surface Reflectors and Reverb
In a Room with late reverb, it is possible to feed early reflections into the reverb to make it more geometry aware.
- In the Wwise project, open the Auxiliary Bus with the Reflect Effect applied to it.
- In the General Settings tab, make sure Use game-defined auxiliary sends is checked.
Auxiliary Bus Property Editor General Settings tab to send early reflection to the room reverb
- Play the scene and press the button in the small Room. With the player in the small Room, here is the Voices Graph we see:
Early reflections in the small room are sent to the small room's reverb in the Voices Graph
C. Diffraction
When an object appears between the emitter and the listener, Spatial Audio can create diffraction paths that will go around the object. Depending on the angle of the path around an edge, the sound will be attenuated to simulate obstruction. You can enable diffraction per Sound and per Surface Reflector. An emitter emitting diffraction enabled sound will only diffract off a diffraction enabled reflective surface.
- Enabling diffraction on the Sound:
- In the Positioning tab, make sure the Enable Diffraction checkbox is checked.
Enable Diffraction on the Sound
- Enabling diffraction on an AkSurfaceReflector component:
- Check Enable Diffraction. This will generate diffraction edges on the geometry sent to Wwise Spatial Audio. The diffraction edges will be visible in the game object viewer when Wwise is connected to the game.
- You may also want to check Enable Diffraction On Boundary Edges. This checkbox appears when the previous checkbox is checked. Boundary edges are edges that are connected to only one triangle. For example, edges around the Unity Quad 3D Object would be considered boundary edges.
Diffraction enabled AkSurfaceReflector
- In the Wwise Unity Demo Scene, the outside emitter, the barrier and the exterior of the building are diffraction enabled. Diffraction paths are in purple. Each one of them will create a virtual source placed where the sound will be heard from.
Diffraction paths in the Game Object 3D Viewer
- See also
-
D. Transmission
When an object appears between the emitter and the listener, the sound can also pass through the object. Spatial Audio models this phenomenon by filtering the direct path of the sound. When the emitter is in a room, the room's walls act like sound blocking objects. In this case, the direct and wet path of the sound are filtered to model transmission. Transmission loss values ranging from 0 to 1 can be applied on AkSurfaceReflector and AkRoom components. By default, transmission will use the project's occlusion volume, low-pass and high pass curves. Typically, a value of 1.0 represents full loss of sound, and a value of 0.0 indicates that sound can be transmitted through the geometry unfiltered.
- Enable Use Occlusion in the spatial audio settings. It will associate the transmission loss values to the occlusion curves of the Wwise project.
Spatial Audio Init Settings
- The final transmission loss value a sound will be filtered with is the maximum transmission loss value of all surfaces sent from AkSurfaceReflector or AkRoom components that the sound encounters in a direct path from the emitter to the listener.
- On AkSurfaceReflector components, associate a transmission loss value for each submesh of the surface reflector mesh by populating the Transmission Loss Values array.
Transmission Loss Values array on the AkSurfaceReflector component
- On AkRoom components, change the transmission loss value in the Transmission Loss parameter.
Transmission Loss parameter on the AkRoom component
- If using occlusion for transmission, adjust the occlusion curves in Wwise Authoring in the Obstruction/Occlusion tab of the Project Settings.
Occlusion curves in the Wwise Project Settings
- See also
-
E. Associate rooms to Surface Reflectors (Optimization)
Each surface reflector added to Spatial Audio is analysed for diffraction edges and visibility. To optimize this step, each room can have a group of connected surface reflectors. Surface Reflectors associated with a room are not visible from other rooms. A Surface Reflector should be associated to a room if it is completely encompassed by it and if that room doesn't share surface reflectors with other rooms. Associating a room to a surface reflector is totally optional. If no room is selected, the surface reflector is added to a global group of surface reflectors. Associating surface reflectors to rooms will reduce the search space for ray casting performed by reflection and diffraction calculations.
- Choose a Room under Associated Room in the AkSurfaceReflector component to associate them.
AkSurfaceReflector with an Associated Room
Helper class that knows a Wwise Event and when to trigger it in Unity. As of 2017....
Definition: AkEvent.cs:47
UnityEngine.Vector3 axis
The axis used to find the contribution of each environment.
Definition: AkEnvironmentPortal.cs:28
Used to deserialize transport-state information receieved from the transport.stateChanged topic.
Definition: AkWaapiHelper.cs:186
(DEPRECATED) This script is deprecated as of 2019.2. Early reflections, Diffraction and Room Reverb c...
Definition: AkSpatialAudioEmitter.cs:26
static System.Action< bool > Disconnecting
Fired when the connection is closing or closed, the bool parameter represents whether the socket conn...
Definition: AkWaapiUtilities.cs:42
This type can be used to set game parameter values to the sound engine.
Definition: AkWwiseRtpc.cs:24
This class communicates with Wwise Authoring via AkWaapiUtilities to keep track of the Wwise object h...
Definition: AkWwiseTreeWAAPIDataSource.cs:31
A radial emitter is for sounds that are not point sources, but instead originate from a region of spa...
Definition: AkRadialEmitter.cs:26
This type represents an Acoustic Texture.
Definition: AkWwiseAcousticTexture.cs:24
WAAPI arguments containing an object identfier.
Definition: AkWaapiHelper.cs:56
bool decodeBank
Decode this SoundBank upon load.
Definition: AkBank.cs:31
Definition: AkWwiseAcousticTexture.cs:20
AK.Wwise.AcousticTexture[] AcousticTextures
The acoustic texture per submesh. The acoustic texture represents the surface of the geometry....
Definition: AkSurfaceReflector.cs:36
float[] TransmissionLossValues
The transmission loss value per submesh. The transmission loss value is a control value used to adjus...
Definition: AkSurfaceReflector.cs:41
static void QueueCommandWithReturnWwiseObjects< T >(WaqlArgs args, ReturnOptions options, GetResultListDelegate< T > callback)
Enqueues a command with a payload that desirializes the list of wwise objects from the response.
Definition: AkWaapiUtilities.cs:559
void SetRoom()
Definition: AkRoom.cs:127
bool loadAsynchronous
Check this to load the SoundBank in the background. Be careful, if Events are triggered and the Sound...
Definition: AkBank.cs:34
void StopMIDI()
Stops all MIDI Events on this Event.
Definition: AkWwiseEvent.cs:207
static void GetWwiseObject< T >(System.Guid guid, ReturnOptions options, GetResultListDelegate< T > callback)
Generic function for fetching a Wwise object with custom return options.
Definition: AkWaapiUtilities.cs:577
Exception thrown during WAMP operations.
Definition: Wamp.cs:44
void PostMIDI(UnityEngine.GameObject gameObject, AkMIDIPostArray array, int count)
Posts MIDI Events on this Event associated with a GameObject.
Definition: AkWwiseEvent.cs:188
bool drawDiffractionPaths
This allows you to visualize geometric diffraction sound paths between an obstructed emitter and the ...
Definition: AkSpatialAudioDebugDraw.cs:35
void ClosePortal(UnityEngine.GameObject in_gameObject)
Closes the portal on trigger event.
Definition: AkRoomPortal.cs:154
ulong GetID()
Access the portal's ID.
Definition: AkRoomPortal.cs:121
float reverbLevel
The reverb control value for the send to the reverb aux bus.
Definition: AkRoom.cs:47
Trigger triggerDelegate
All components reacting to the trigger will be registered in this delegate.
Definition: AkTriggerBase.cs:30
Sorts AkEnvironments based on the selection algorithm. The selection algorithm is as follows:
Definition: AkEnvironment.cs:86
static void SelectObjectInAuthoring(System.Guid guid)
Select the object in Wwise Authoring. Creates a WaapiCommand object containing a lambda call to Selec...
Definition: AkWaapiUtilities.cs:723
void PostMIDI(UnityEngine.GameObject gameObject, AkMIDIPostArray array)
Posts MIDI Events on this Event associated with a GameObject.
Definition: AkWwiseEvent.cs:176
static void Search< T >(string searchString, WwiseObjectType objectType, ReturnOptions options, GetResultListDelegate< T > callback)
Composes a WAQL "search" request based on the parameters and enqueues a WAAPI command....
Definition: AkWaapiUtilities.cs:660
Sorts AkEnvironments based on their priorities.
Definition: AkEnvironment.cs:72
float transitionDuration
Duration of the fade. See AK::SoundEngine::ExecuteEventOnAction()
Definition: AkEvent.cs:83
float reflectionsAuxBusGain
(DEPRECATED) As of 2019.2, the early reflections send volume can be set per sound,...
Definition: AkSpatialAudioEmitter.cs:37
virtual UnityEngine.Vector3 GetUpward()
Definition: AkGameObj.cs:239
This component converts the provided mesh into Spatial Audio Geometry.
Definition: AkSurfaceReflector.cs:27
Base class for Json serializable objects. Implements implicit cast to string using UnityEngine....
Definition: AkWaapiHelper.cs:26
float roomReverbAuxBusGain
(DEPRECATED) As of 2019.2, the Room Reverb Aux Bus Gain is set by the Game-Defined Auxiliary Sends Vo...
Definition: AkSpatialAudioEmitter.cs:45
uint diffractionMaxPathLength
(DEPRECATED) As of 2019.2, diffraction is enabled in the Sound Property Editor in the Authoring tool.
Definition: AkSpatialAudioEmitter.cs:56
static void GetChildren< T >(System.Guid guid, ReturnOptions options, GetResultListDelegate< T > callback)
Get the children of a given object.
Definition: AkWaapiUtilities.cs:681
static SpatialAudioListenerList SpatialAudioListeners
Returns the list of active Unity Game Objects that are designated to be spatial audio listeners.
Definition: AkSpatialAudioListener.cs:47
This type represents the base for all Wwise Types that also require a group GUID, such as State and S...
Definition: AkWwiseBaseGroupType.cs:24
bool drawDiffractionPaths
(DEPRECATED) Spatial Audio Debug Drawing were moved to the new AkSpatialAudioDebugDraw component.
Definition: AkSpatialAudioEmitter.cs:72
This class represents the list of active Unity Game Objects that are designated to be spatial audio l...
Definition: AkSpatialAudioListener.cs:71
bool isLocalizedBank
Is the bank localized (situated in the language-specific folders)
Definition: AkMemBankLoader.cs:31
WAAPI arguments containing an Event identfier and transport ID. Used to toggle Event playback.
Definition: AkWaapiHelper.cs:118
void UpdateGeometry()
Update the surface reflector's geometry in Spatial Audio.
Definition: AkSurfaceReflector.cs:236
static void TogglePlayEvent(WwiseObjectType objectType, System.Guid guid)
Play or pause an object in Wwise authoring. Creates a WaapiCommand object containing a lambda call to...
Definition: AkWaapiUtilities.cs:871
bool drawSecondOrderReflections
(DEPRECATED) Spatial Audio Debug Drawing were moved to the new AkSpatialAudioDebugDraw component.
Definition: AkSpatialAudioEmitter.cs:66
This type can be used to post Events to the sound engine.
Definition: AkWwiseEvent.cs:28
void LoadNonLocalizedBank(string in_bankFilename)
Load a SoundBank from WWW object.
Definition: AkMemBankLoader.cs:56
Used to deserialize information published on the ak.wwise.core.@object.nameChanged topic.
Definition: AkWaapiHelper.cs:245
AK.Wwise.AuxBus reflectAuxBus
(DEPRECATED) As of 2019.2, the early reflections auxiliary bus can be set per sound,...
Definition: AkSpatialAudioEmitter.cs:30
static bool IsPlayable(WwiseObjectType type)
Checks if Wwise object is playable.
Definition: AkWaapiUtilities.cs:860
uint Post(UnityEngine.GameObject gameObject)
Posts this Event on a GameObject.
Definition: AkWwiseEvent.cs:60
static void GetWwiseObjects< T >(List< System.Guid > guids, ReturnOptions options, GetResultListDelegate< T > callback)
Generic function for fetching a list of Wwise objects with custom return options.
Definition: AkWaapiUtilities.cs:589
float outerRadius
Definition: AkRadialEmitter.cs:38
This component represents a sound object in your scene tracking its position and other game syncs suc...
Definition: AkGameObj.cs:32
Add this script on the game object that represent a listener. This is normally added to the Camera ob...
Definition: AkAudioListener.cs:27
bool EnableDiffractionOnBoundaryEdges
Switch to enable or disable geometric diffraction on boundary edges for this mesh....
Definition: AkSurfaceReflector.cs:49
A simple structure containing an async payload function that will be executed when it is consumed by ...
Definition: AkWaapiUtilities.cs:97
static void Unsubscribe(uint id)
Unsubscribe from an existing subscription. Creates a WaapiCommand object containing a lambda call to ...
Definition: AkWaapiUtilities.cs:1036
void SetGeometry()
Sends the mesh's triangles and their acoustic texture to Spatial Audio
Definition: AkSurfaceReflector.cs:208
Class used to deserialize selected Wwise objects published on the ak.wwise.ui.selectionChanged topic.
Definition: AkWaapiHelper.cs:236
uint diffractionMaxPaths
(DEPRECATED) As of 2019.2, diffraction is enabled in the Sound Property Editor in the Authoring tool.
Definition: AkSpatialAudioEmitter.cs:53
Definition: AkWwiseTypeMigration.cs:30
bool drawFirstOrderReflections
(DEPRECATED) Spatial Audio Debug Drawing were moved to the new AkSpatialAudioDebugDraw component.
Definition: AkSpatialAudioEmitter.cs:63
Used to deserialize WAAPI error messages.
Definition: AkWaapiHelper.cs:198
void ExitedRoom(AkRoom room)
Called when exiting a room.
Definition: AkRoomAwareObject.cs:95
void StopMIDI(UnityEngine.GameObject gameObject)
Stops MIDI Events on this Event associated with a GameObject.
Definition: AkWwiseEvent.cs:198
void UnloadBank(UnityEngine.GameObject in_gameObject)
Unloads a SoundBank.
Definition: AkBank.cs:86
delegate void Trigger(UnityEngine.GameObject in_gameObject)
Delegate declaration for all Wwise Triggers.
delegate void PublishHandler(string json)
Publish events are delegates registered with Subscribe.
This enables us to detect intersections between portals and environments in the editor.
Definition: AkEnvironmentPortal.cs:91
Definition: AkWwiseAcousticTexture.cs:20
bool Remove(AkSpatialAudioListener listener)
Removes listeners from the list
Definition: AkSpatialAudioListener.cs:103
AK.Wwise.AuxBus reverbAuxBus
The reverb auxiliary bus.
Definition: AkRoom.cs:43
delegate void GetResultDelegate< T >(T result)
Generic delegate function for callbacks that expect to receive a single object in response to a WAAPI...
void LoadLocalizedBank(string in_bankFilename)
Load a language-specific bank from WWW object.
Definition: AkMemBankLoader.cs:63
override void HandleEvent(UnityEngine.GameObject in_gameObject)
Loads the SoundBank.
Definition: AkBank.cs:77
This type can be used to set Switch values on gameobjects.
Definition: AkWwiseSwitch.cs:24
Exception thrown during WAMP operations when the timeout is reached.
Definition: Wamp.cs:27
This will call AkSoundEngine.SetSwitch() whenever the selected Unity event is triggered....
Definition: AkSwitch.cs:28
bool drawSecondOrderReflections
This allows you to visualize second order reflection sound paths.
Definition: AkSpatialAudioDebugDraw.cs:29
This type can be used to post triggers to the sound engine.
Definition: AkWwiseTrigger.cs:24
AkGameObjPositionOffsetData m_positionOffsetData
When not set to null, the position will be offset relative to the Game Object position by the Positio...
Definition: AkGameObj.cs:49
static WwiseRenameInfo ParseRenameObject(string json)
Deserializes the object published by the ak.wwise.core.object.nameChanged topic.
Definition: AkWaapiUtilities.cs:1073
virtual UnityEngine.Vector3 GetForward()
Definition: AkGameObj.cs:232
UnityEngine.GameObject sender
GameObject from whom the callback function was called.
Definition: AkEvent.cs:29
WAAPI arguments containing an object identfier and name used when deleting an object.
Definition: AkWaapiHelper.cs:87
WAAPI arguments containing an object identfier and new value used when renaming an object.
Definition: AkWaapiHelper.cs:71
WAAPI options used to specify the transport ID when subscribing.
Definition: AkWaapiHelper.cs:163
An AkRoom is an enclosed environment that can only communicate to the outside/other rooms with AkRoom...
Definition: AkRoom.cs:25
static List< WwiseObjectInfo > ParseObjectInfo(List< WwiseObjectInfoJsonObject > returnObjects)
Parse the response WwiseObjectInfoJsonObject of a "from object" request and implicit cast the objects...
Definition: AkWaapiUtilities.cs:708
This type can be used to load/unload SoundBanks.
Definition: AkWwiseBank.cs:28
static void Disconnected()
Invoked after the client has disconnected from Wwise authoring.
Definition: AkWaapiUtilities.cs:437
WAAPI arguments containing a transport ID. Used to specify transports in transport-specific commands.
Definition: AkWaapiHelper.cs:130
static System.Action QueueConsumed
Fired when all commands in the queue have been executed.
Definition: AkWaapiUtilities.cs:52
This type represents the values of the flags used when posting an Event with a callback.
Definition: AkWwiseCallbackFlags.cs:24
static List< WwiseObjectInfo > ParseSelectedObjects(string json)
Deserializes the objects published by the ak.wwise.ui.selectionChanged topic.
Definition: AkWaapiUtilities.cs:1057
virtual UnityEngine.Vector3 GetPosition()
Definition: AkGameObj.cs:221
AK.Wwise.AuxBus reflectionsAuxBus
Definition: AkEarlyReflections.cs:31
Add this script on the game object that represent a listener. This is normally added to the Camera ob...
Definition: AkSpatialAudioListener.cs:30
void EnteredRoom(AkRoom room)
Called when entering a room.
Definition: AkRoomAwareObject.cs:86
static void OpenWorkUnitInExplorer(System.Guid guid)
Open the OS file browser to the folder containing this object's Work Unit. Creates a WaapiCommand obj...
Definition: AkWaapiUtilities.cs:746
This type can be used to set Wwise States.
Definition: AkWwiseState.cs:24
static void Delete(System.Guid guid)
Delete an object in wwise authoring. Work Units cannot be deleted in this manner. Creates a WaapiComm...
Definition: AkWaapiUtilities.cs:833
System.Collections.Generic.List< int > unloadTriggerList
Reserved.
Definition: AkBank.cs:40
uint reflectionsOrder
(DEPRECATED) As of 2019.2, the Reflection Order is set in the Spatial Audio Initialization Settings.
Definition: AkSpatialAudioEmitter.cs:40
Used to deserialize the response from an ak.wwise.core.transport.create command. Contains the transpo...
Definition: AkWaapiHelper.cs:177
void SubscribeTopics()
Subscribes to nameChanged, childAdded, childRemoved, and selectionChanged WAAPI events in order to ke...
Definition: AkWwiseTreeWAAPIDataSource.cs:390
static void QueueCommandWithReturnType< T >(string uri, GetResultDelegate< T > callback, string args=null, string options=null)
Use this function to enqueue a command with an expected return object of type T. The command will des...
Definition: AkWaapiUtilities.cs:543
static ReadOnlyDictionary< WwiseObjectType, string > WwiseObjectTypeStrings
Maps WwiseObjectType to strings.
Definition: AkWaapiHelper.cs:463
This manager tracks the AkRoomAwareObjects and the AkRooms in which they enter and exit.
Definition: AkRoomAwareManager.cs:22
Contains the GUID of the returned object's parent.
Definition: AkWaapiHelper.cs:327
Event callback information. Event callback functions can receive this structure as a parameter
Definition: AkEvent.cs:24
AkCallbackInfo info
For more information about the event callback, see the classes derived from AkCallbackInfo.
Definition: AkEvent.cs:26
This will call AkSoundEngine.SetState() whenever the selected Unity event is triggered....
Definition: AkState.cs:28
Definition: AkRoom.cs:419
UnityEngine.Mesh Mesh
The mesh to send to Spatial Audio as a Geometry Set. We recommend using a simplified mesh.
Definition: AkSurfaceReflector.cs:32
string bankName
Name of the bank to load.
Definition: AkMemBankLoader.cs:28
AkEnvironment[] environments
Definition: AkEnvironmentPortal.cs:33
bool drawHigherOrderReflections
This allows you to visualize third or higher order reflection sound paths.
Definition: AkSpatialAudioDebugDraw.cs:32
Contains a helper function GetWwiseObjectTypeFromString.
Definition: AkWaapiHelper.cs:353
ulong GetID()
Access the room's ID.
Definition: AkRoom.cs:122
void RemoveGeometry()
Remove the surface reflector's geometry from Spatial Audio.
Definition: AkSurfaceReflector.cs:244
override void HandleEvent(UnityEngine.GameObject in_gameObject)
Opens the portal on trigger event.
Definition: AkRoomPortal.cs:148
AkRoom AssociatedRoom
Optional room with which this surface reflector is associated. It is recommended to associate geometr...
Definition: AkSurfaceReflector.cs:53
AK.Wwise.Event roomToneEvent
Wwise Event to be posted on the room game object.
Definition: AkRoom.cs:54
This class is an example of how to load banks in Wwise, if the bank data was preloaded in memory....
Definition: AkMemBankLoader.cs:22
float transmissionLoss
Loss value modeling transmission through walls.
Definition: AkRoom.cs:51
Abstract base class for WAAPI command arguments.
Definition: AkWaapiHelper.cs:35
static ReadOnlyDictionary< string, string > FolderDisplaynames
Maps root folder names to displayed strings.
Definition: AkWaapiHelper.cs:486
int priority
Definition: AkRoom.cs:40
bool drawFirstOrderReflections
This allows you to visualize first order reflection sound paths.
Definition: AkSpatialAudioDebugDraw.cs:26
Use this component to define a reverb zone. This needs to be added to a collider object to work prope...
Definition: AkEnvironment.cs:34
WAMP protocol implementation using only strings and regular expressions. This implements only a subse...
Definition: Wamp.cs:24
AkCallbackType type
AkSoundEngine.PostEvent callback flags. See the AkCallbackType enumeration for a list of all callback...
Definition: AkEvent.cs:32
bool enableActionOnEvent
Enables additional options to reuse existing events. Use it to transform a Play event into a Stop eve...
Definition: AkEvent.cs:55
Base class for the generic triggering mechanism for Wwise Integration. All Wwise components will use ...
Definition: AkTriggerBase.cs:23
static void Subscribe(string topic, Wamp.PublishHandler subscriptionCallback, System.Action< SubscriptionInfo > handshakeCallback)
Subscribe to WAAPI topic. Refer to WAAPI reference documentation for a list of topics and their optio...
Definition: AkWaapiUtilities.cs:1010
AkCurveInterpolation curveInterpolation
Fade curve to use with the new Action. See AK::SoundEngine::ExecuteEventOnAction()
Definition: AkEvent.cs:52
static void Rename(System.Guid guid, string newName)
Rename an object in Wwise authoring. Creates a WaapiCommand object containing a lambda call to Rename...
Definition: AkWaapiUtilities.cs:808
bool isEnvironmentAware
Is this object affected by Environment changes? Set to false if not affected in order to save some us...
Definition: AkGameObj.cs:36
Generic class to deserialize a WAAPI response containing Wwise objects with custom return options.
Definition: AkWaapiHelper.cs:227
WAAPI options to specify the names of fields to return in a WAAPI request returning WwiseObjects.
Definition: AkWaapiHelper.cs:149
static System.Action Connected
Fired when the connection is established, should be used by external classes to subscribe to topics t...
Definition: AkWaapiUtilities.cs:47
This class wraps the client that communicates with the Wwise Authoring application via WAAPI....
Definition: AkWaapiUtilities.cs:34
float reflectionMaxPathLength
(DEPRECATED) As of 2019.2, the Reflection Max Path Length is set by the sound's Attenuation Max Dista...
Definition: AkSpatialAudioEmitter.cs:33
This script deals with initialization, and frame updates of the Wwise audio engine....
Definition: AkInitializer.cs:37
uint Post(UnityEngine.GameObject gameObject, CallbackFlags flags, AkCallbackManager.EventCallback callback, object cookie=null)
Posts this Event on a GameObject.
Definition: AkWwiseEvent.cs:87
bool Add(AkSpatialAudioListener listener)
Uniquely adds listeners to the list
Definition: AkSpatialAudioListener.cs:85
Completely obstructs/occludes the emitter of the current game object from its listeners if at least o...
Definition: AkEmitterObstructionOcclusion.cs:23
uint diffractionMaxEdges
(DEPRECATED) As of 2019.2, diffraction is enabled in the Sound Property Editor in the Authoring tool.
Definition: AkSpatialAudioEmitter.cs:50
bool drawHigherOrderReflections
(DEPRECATED) Spatial Audio Debug Drawing were moved to the new AkSpatialAudioDebugDraw component.
Definition: AkSpatialAudioEmitter.cs:69
static void GetWwiseObjectAndDescendants< T >(System.Guid guid, ReturnOptions options, int depth, GetResultListDelegate< T > callback)
Enqueues a waapi comand to fetch the specified object and all of its descendants in the hierarchy to ...
Definition: AkWaapiUtilities.cs:623
float roomToneAuxSend
Send level for sounds that are posted on the room game object; adds reverb to ambience and room tones...
Definition: AkRoom.cs:59
UnityEngine.GameObject soundEmitterObject
Game object onto which the Event will be posted. By default, when empty, it is posted on the same obj...
Definition: AkEvent.cs:80
Class containing the information returned by a WAAPI request for an object.
Definition: AkWaapiHelper.cs:337
float reflectionsVolume
Definition: AkEarlyReflections.cs:38
const int MAX_ROOMS_PER_PORTAL
AkRoomPortals can only connect a maximum of 2 rooms.
Definition: AkRoomPortal.cs:27
Use this component to add a Large Mode position to any AkAmbient in a Scene.
Definition: AkAmbientLargeModePositioner.cs:24
This manager tracks AkRoomPortals and the rooms that they connect (front and back room).
Definition: AkRoomManager.cs:22
static ReadOnlyDictionary< string, WwiseObjectType > typeStringDict
Maps strings to WwiseObjectType.
Definition: AkWaapiHelper.cs:499
static bool IsConnected()
Check whether the client is currently connected.
Definition: AkWaapiUtilities.cs:174
static void GetProject< T >(GetResultListDelegate< T > callback, ReturnOptions options)
Get the WwiseObjectInfo for the project.
Definition: AkWaapiUtilities.cs:696
Add this script on a GameObject to print Spatial Audio paths.
Definition: AkSpatialAudioDebugDraw.cs:23
Completely obstructs the spatial audio portal of the current game object from the spatial audio liste...
Definition: AkRoomPortalObstruction.cs:24
static void QueueCommand(string uri, string args, string options)
Use this function to enqueue a command with no expected return object.
Definition: AkWaapiUtilities.cs:528
Definition: AkWwiseTypeMigration.cs:24
static void GetWwiseObjectAndAncestors< T >(System.Guid guid, ReturnOptions options, GetResultListDelegate< T > callback)
Enqueues a waapi command to fetch the specified object and all of its ancestors in the hierarchy....
Definition: AkWaapiUtilities.cs:608
An AkRoomPortal can connect two AkRoom components together.
Definition: AkRoomPortal.cs:25
uint Post(UnityEngine.GameObject gameObject, uint flags, AkCallbackManager.EventCallback callback, object cookie=null)
Posts this Event on a GameObject.
Definition: AkWwiseEvent.cs:116
Abstract base class for WAAPI command options.
Definition: AkWaapiHelper.cs:140
EnvListWrapper[] envList
Unity can't serialize an array of list so we wrap the list in a serializable class.
Definition: AkEnvironmentPortal.cs:96
Use this component to define an area that straddles two different AkEnvironment's zones and allow mix...
Definition: AkEnvironmentPortal.cs:24
This type represents the base for all Wwise Types that require a GUID.
Definition: AkWwiseBaseType.cs:24
Used to deserialize details in WAAPI error messages.
Definition: AkWaapiHelper.cs:208
WAAPI arguments containing a WAQL string.
Definition: AkWaapiHelper.cs:43
This component makes a GameObject aware of AkRoom components. When using Spatial Audio rooms,...
Definition: AkRoomAwareObject.cs:28
static void StopAllTransports()
Stops all playing transports. Creates a WaapiCommand object containing a lambda call to StopAllTransp...
Definition: AkWaapiUtilities.cs:984
Class used to store information about a specific subscription.
Definition: AkWaapiUtilities.cs:113
float innerRadius
Definition: AkRadialEmitter.cs:44
delegate void GetResultListDelegate< T >(List< T > result)
Generic delegate function for callbacks that expect to receive a list of objects in response to a WAA...
URI strings to use in WAAPI calls. For a complete description, refer to the official Wwise SDK docume...
Definition: Uri.cs:19
This type represents an auxiliary send in the Master-Mixer Hierarchy.
Definition: AkWwiseAuxBus.cs:24
static AkAudioListener? TheSpatialAudioListener
Returns the "single" spatial audio listener.
Definition: AkSpatialAudioListener.cs:39
Used to deserialize information published on the ak.wwise.core.@object.childAdded and ak....
Definition: AkWaapiHelper.cs:263
Contains fields for specific WAAPI keywords.
Definition: AkWaapiHelper.cs:376
Loads and unloads a SoundBank at a specified moment. Vorbis sounds can be decompressed at a specified...
Definition: AkBank.cs:27
Used to deserialize information from a request for a Wwise object. Implements an implicit cast to Wwi...
Definition: AkWaapiHelper.cs:283
Use this component to attach a Wwise Event to any object in a scene. The sound can be started at vari...
Definition: AkAmbient.cs:47
Set an early reflections auxiliary bus and send volume for a particular game object.
Definition: AkEarlyReflections.cs:24
static string GetStatusString()
Returns a rich text string representing the current WAAPI connection status.
Definition: AkWaapiUtilities.cs:476
bool saveDecodedBank
Save the decoded SoundBank to disk for faster loads in the future.
Definition: AkBank.cs:37
static void OpenSoundBankInExplorer(System.Guid guid)
Open the OS file browser to the folder containing the generated SoundBank. Creates a WaapiCommand obj...
Definition: AkWaapiUtilities.cs:757
WAAPI arguments containing an object identfier and command field. Used by AkWaapiUtilities....
Definition: AkWaapiHelper.cs:102
AkActionOnEventType actionOnEventType
Replacement action. See AK::SoundEngine::ExecuteEventOnAction()
Definition: AkEvent.cs:49
static WwiseChildModifiedInfo ParseChildAddedOrRemoved(string json)
Deserializes the object published by the ak.wwise.core.object.childAdded or ak.wwise....
Definition: AkWaapiUtilities.cs:1085
bool EnableDiffraction
Switch to enable or disable geometric diffraction for this mesh.
Definition: AkSurfaceReflector.cs:45
void ExecuteAction(UnityEngine.GameObject gameObject, AkActionOnEventType actionOnEventType, int transitionDuration, AkCurveInterpolation curveInterpolation)
Executes various actions on this event associated with a GameObject.
Definition: AkWwiseEvent.cs:150
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