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Wwise Unity Integration Documentation
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Rooms are fundamental pieces of Spatial Audio, playing an important role in all Spatial Audio Concepts.
AK::SpatialAudio::SetGameObjectInRoom()
when a game object is in more than one room. Note that the larger number is deemed the higher priority. For example, the room with Priority 2 would be used over the room with Priority l.Room Tone
AkUnitySoundEngine.PostEvent
anywhere in your code. You can also code your own triggers, so they appear in the list for your co-workers. See Adding New Triggers for Wwise Events.The boundaries of a room are dictated by the collider on the same game object as the AkRoom component. Triggers with that collider will set other game objects in the room with AK::SpatialAudio::SetGameObjectInRoom()
.
Rooms can also transmit their wet sound through their walls. The shape of the room is defined by a bounding box ceated around its portals. Another way of specifying the shape of a room is by associating a geometry with the room. In Unity, a geometry can be automatically associated with a room depending on the collider shape or the presence of an AkSurfaceReflector component on the same game object.
The behavior is as follows:
AkRoomParams
to associate its geometry to the room. info | Note: | It is preferable that the AkSurfaceReflector component's mesh is similar to the room's collider. The room's collider is used to set game objects in the room. If both volumes are different, there will be a discrepancy between containment and room transmission. Also, the geometry that will be seen around the room in the Game Object 3D Viewer will be different than the volume where game objects are considered inside the room. |
The result in Wwise is a bounding box constructed from the vertices of the associated geometry. This volume will influence spread. Outside of this volume, the room's wet transmission spread will be between 0 and 180 degrees. Inside the volume, it will reach 100%. This volume is called the room's extent. You can see it in the Game Object 3D Viewer by enabling Room Extent in the Game Object 3D Viewer Settings.
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