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Wwise Unity Integration Documentation
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Add this script on the GameObject which represents an emitter that uses the Spatial Audio API. More...
Public Member Functions | |
void | EnteredRoom (AkRoom room) |
Called when entering a room. More... |
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void | ExitedRoom (AkRoom room) |
Called when exiting a room. More... |
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void | SetGameObjectInRoom () |
Sets the Unity Game Object within the highest priority room. More... |
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Public Attributes | |
AK.Wwise.AuxBus | reflectAuxBus = new AK.Wwise.AuxBus() |
The Auxiliary Bus with a Reflect plug-in Effect applied. More... |
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float | reflectionMaxPathLength = 1000 |
A heuristic to stop the computation of reflections. Should be no longer (and possibly shorter for less CPU usage) than the maximum attenuation of the sound emitter. More... |
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float | reflectionsAuxBusGain = 1 |
The gain [0, 1] applied to the reflect auxiliary bus. More... |
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uint | reflectionsOrder = 1 |
float | roomReverbAuxBusGain = 1 |
Send gain (0.f-1.f) that is applied when sending to the aux bus associated with the room that the emitter is in. More... |
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uint | diffractionMaxEdges = 0 |
The maximum number of edges that the sound can diffract around between the emitter and the listener. More... |
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uint | diffractionMaxPaths = 0 |
The maximum number of paths to the listener that the sound can take around obstacles. More... |
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uint | diffractionMaxPathLength = 0 |
The maximum length that a diffracted sound can travel. Should be no longer (and possibly shorter for less CPU usage) than the maximum attenuation of the sound emitter. More... |
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bool | drawFirstOrderReflections = false |
This allows you to visualize first order reflection sound paths. More... |
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bool | drawSecondOrderReflections = false |
This allows you to visualize second order reflection sound paths. More... |
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bool | drawHigherOrderReflections = false |
This allows you to visualize third or higher order reflection sound paths. More... |
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bool | drawDiffractionPaths = false |
This allows you to visualize geometric diffraction sound paths between an obstructed emitter and the listener. More... |
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Add this script on the GameObject which represents an emitter that uses the Spatial Audio API.
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