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Wwise Unreal Integration Documentation
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In this tutorial, we will use Spatial Audio Geometry to send reflective surfaces to the Reflect plug-in. It will simulate the early reflection implied by the propagation of sound in an acoustic environment.
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Note: The Preparation for the Spatial Audio Tutorials must be completed prior to starting this tutorial. |
Navigate to New Child > Presets and select Early Reflection Auxiliary Bus
Navigate to the Sound SFX Sound Property Editor of the sound created in Wwise Project Preparation.
In the project, we want our building, the floor and the obstacle to reflect sounds. There are two ways to do that, with an AkSpatialAudioVolume or with the AkGeometryComponent.
The AkGeometryComponent can be added to static mesh actors. It will automatically send the static mesh geometry to spatial audio. It can also be configured to send the simple collision mesh. It is best to use this component for simple shapes. You don't want to send too many triangles to spatial audio, it can quickly become computationally expensive.
The AkSpatialAudioVolume is a brush volume. After adding an AkSpatialAudioVolume, you can either transform the volume manually to achieve the desired dimensions, or you can automatically snap the volume to a room using the Fit To Geometry feature.
A sufficiently complex static mesh with an AkGeometryComponent attached can sometimes result in geometry that is too complex. This is both in terms of computation time and because ray-based acoustic simulation techniques, such as those used in Wwise Spatial Audio, generally assume that geometric features (surfaces and edges) are significantly larger than the wavelength of the sound source. For reference, a 1000Hz sound in air has a wavelength of 34cm. Instead of using the static mesh directly, an AkSpatialAudioVolume can be used to create a simple shape around the mesh (when it serves as an obstacle to reflect and diffract sound), or within the mesh (when it serves as a Room, reverb zone, or surface reflector).
Click on the actor and click on Add Component. Choose Ak Geometry.
In the SpatialAudioTutorialMap, the building is made out of a custom mesh. The shape is still basic enough to use an AkGeometryComponent, but for the sake of this tutorial, we will use AkSpatialAudioVolume.
AkSpatialAudioVolumes
into the sceneAkSpatialAudioVolumes
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Note: If you play either of the sounds from the rooms while the player is outside, you will neither hear the sound nor see any reflect sends. That's because we created closed AkSpatialAudioVolumes around the building and each room. You can create openings in them by modifying the brush object, or by using Spatial Audio Portals, which will be covered in Rooms and Portals. |
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Note: If you can't see any geometry in the Game Object 3D viewer, you may need to increase the Monitor Queue Pool Size. The setting is located in the Initialization settings. |
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