Version
Wwise Unreal Integration Documentation
|
Several Wwise-specific actions can be executed on AkComponent scene components. These are available in the Ak Component category.
Returns this AkComponent's effective attenuation radius (ScalingFactor * MaxAttenuation).
Posts the specified UAkAudioEvent in Wwise.
Posts the specified UAkAudioEvent in Wwise. The async version waits until the media is loaded and then posts the event.
Latent Blueprint node that posts the specified UAkAudioEvent in Wwise, and then waits until the end of the Event to continue the graph's execution.
Latent Blueprint node that posts the specified UAkAudioEvent in Wwise, and then waits until the end of the Event to continue the graph's execution. The async version waits until the media is loaded and then posts the event.
Posts this AkComponent's internal UAkAudioEvent in Wwise.
Posts this AkComponent's internal UAkAudioEvent in Wwise. The async version waits until the media is loaded and then posts the event.
Latent Blueprint node that posts this AkComponent's internal UAkAudioEvent in Wwise, and then waits until the end of the Event to continue the graph's execution.
Latent Blueprint node that posts this AkComponent's internal UAkAudioEvent in Wwise, and then waits until the end of the Event to continue the graph's execution. The async version waits until the media is loaded and then posts the event.
Posts a trigger on the associated AkComponent.
Sets the attenuation scaling factor, which modifies the attenuation computations on the game object to simulate sounds with a larger or smaller area of effect.
Sets the listeners on the AkComponent.
Gets the collision channel used when doing line of sight traces for obstruction/occlusion calculations.
Sets the output direct bus volume to use for the specified game object. The Bus Volume value is a number from 0.0f to 1.0f.
Gets the value of a Game Parameter for the associated AkComponent.
Sets the value of a Game Parameter for the associated AkComponent.
Sets the StopWhenOwnerDestroyed value on the corresponding AkComponent.
Sets a Switch Group to a given Switch on the associated AkComponent.
Stops the UAkAudioEvent associated with the AkComponent from playing.
Sets whether the AkComponent is influenced by AkReverbVolume.
Calls AK:SpatialAudio::SetGameObjectRadius() to set the outer and inner radius of the game object and sends them to Spatial Audio.
Questions? Problems? Need more info? Contact us, and we can help!
Visit our Support pageRegister your project and we'll help you get started with no strings attached!
Get started with Wwise