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Wwise Unreal Integration Documentation
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When using an AkLateReverbComponent that is attached to a UPrimitiveComponent
, you can tell the Wwise Unreal Integration to automatically assign the reverb Aux Bus based on the size and shape of the UPrimitiveComponent
.
Similarly, the Wwise Unreal Integration can also use the UPrimitiveComponent
to estimate specific reverb parameters and adjust them via the Driving Reverb RTPCs. This tutorial explains how to set up automatic Aux Bus assignment and reverb effect parameter estimation using the Global Reverb RTPCs.
info | Note:
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It is possible to automatically associate an Aux Bus with a Spatial Audio Room. You can set up a Reverb Assignment Table in the Integration Settings, which maps different Decay values to different Aux Buses.
The Decay value of a Room is the estimation of its T60 decay (see EstimateT60Decay), which is the time (in seconds) required for the sound reverberation in a physical environment to decay by 60 dB.
The following exercise demonstrates how to use the the Reverb Assignment Table to automatically determine which Aux Busses to use for each Room.
Before you configure the Decay keys in the table, observe the estimated Decay values for the existing reverbs in the level.
AkSpatialAudioVolume
. Selecting Auto Assign Aux Bus sets the Aux Bus to the Default Reverb Aux Bus specified in the Project Settings because the Reverb Assignment Table is not yet set up.AkSpatialAudioVolume
.Some text information is displayed above each AkSpatialAudioVolume
in the viewport when they are selected. This information is also available in the Details panel under Reverb Parameter Estimation.
Any Room with a Decay value between 0.0 and 1.0 sends to the SmallRoom Aux Bus and any Room with a Decay value between 1.0 and 2.0 sends to the LargeRoom Aux Bus. Decay values above 2.0 sends to the Default Reverb Aux Bus.
Going back to our level, we can see that the appropriate Aux Bus values have been assigned for Interior_SmallRoom and Interior_LargeRoom.
As well as automatically assigning the Aux Bus, it is possible to automatically set certain parameters of a reverb effect in Wwise via the Global Reverb RTPCs. Three parameters can be set in this way: Decay, Predelay, and HFDamping. You can set which RTPCs control these parameters in the Integration Settings.
The HFDamping, or high frequency damping, value is an estimation of how much high frequencies are dampened compared to low frequencies. See EstimateHFDamping for more information.
The PreDelay value is an estimation of the time in milliseconds for the first reflection to reach the listener, assuming both listener and emitter are in the center of the environment. See EstimateTimeToFirstReflection.
In order to use the Global Reverb RTPCs we need to add three RTPCs in our Wwise project.
You can now remote connect to Wwise and Play In Editor. If you observe the RTPC curves in Wwise while triggering the sounds in the small room and the large room, you can see how the reverb parameters change.
With Global Reverb RTPCs, you can use one reverb effect for an entire level and drive the parameters dynamically for the different rooms in the level.
Now, if you remote connect and Play In Editor, both the Interior_SmallRoom and Interior_LargeRoom use the DynamicReverb Aux Bus, but the parameters are automatically adjusted for each room through the Global Reverb RTPCs.
The following procedure demonstrates the single Aux Bus workflow through the use of a custom Blueprint Class that represents a single room. For demonstration purposes, the room is a simple cube with walls that the player can walk through. In this exercise, you will create a double-sided material (so that you can see the interior of the room) and then create the Blueprint Class.
Before you can test the new room Blueprint, add a sound to play when you change between the rooms.
You can now place some rooms in your level.
You can now remote connect to Wwise and Play In Editor. The spatial sound is triggered immediately. As you walk into the different rooms, the appropriate reverb parameters are applied to the sound.
When estimating the HFDamping value, the AkLateReverbComponent
uses the AkGeometryComponent
to identify its Acoustic Textures. In the previous section, an AkLateReverbComponent
and an AkGeometryComponent
were attached to the same UPrimitiveComponent
parent (the Box Component). With this configuration, when the AkLateReverbComponent
has a sibling AkGeometryComponent
, it automatically uses that sibling AkGeometryComponent
to calculate the HFDamping. However, if the AkGeometryComponent
has a different parent, you must explicitly associate the AkGeometryComponent
with the AkLateReverbComponent
through the AssociateAkTextureSetComponent function. This section demonstrates how to do so.
You can now remote connect to Wwise and Play In Editor to test whether the HFDamping value is updated correctly. With this configuration, you can have a Static Mesh with multiple materials, and an attached AkGeometryComponent
that maps those materials to Acoustic Textures. You can then associate this AkGeometryComponent
with an AkLateReverbComponent
to make the textures drive the HFDamping value.
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