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Wwise Unity Integration Documentation

This component will convert the triangles of the GameObject's geometry into sound reflective surfaces. [詳解]

MonoBehaviourを継承しています。

静的公開メンバ関数

static void  AddGeometrySet (AK.Wwise.AcousticTexture acousticTexture, UnityEngine.MeshFilter meshFilter, ulong roomID, bool enableDiffraction, bool enableDiffractionOnBoundaryEdges)
  Sends the mesh filter's triangles and their acoustic texture to Spatial Audio [詳解]
 
static void  RemoveGeometrySet (UnityEngine.MeshFilter meshFilter)
  Remove the corresponding mesh filter's geometry from Spatial Audio. [詳解]
 

公開変数類

AK.Wwise.AcousticTexture  AcousticTexture = new AK.Wwise.AcousticTexture()
  All triangles of the component's mesh will be applied with this texture. The texture will change the filter parameters of the sound reflected from this component. [詳解]
 
bool  EnableDiffraction = false
  Switch to enable or disable geometric diffraction for this mesh. [詳解]
 
bool  EnableDiffractionOnBoundaryEdges = false
  Switch to enable or disable geometric diffraction on boundary edges for this mesh. Boundary edges are edges that are connected to only one triangle. [詳解]
 
AkRoom  AssociatedRoom = null
  Optional room with which this surface reflector is associated. It is recommended to associate geometry with a particular room if the geometry is fully contained within the room and the room does not share any geometry with any other rooms. Doing so reduces the search space for ray casting performed by reflection and diffraction calculations. [詳解]
 

詳解

This component will convert the triangles of the GameObject's geometry into sound reflective surfaces.

This component requires a Mesh Filter component. The triangles of the mesh will be sent to the Spatial Audio wrapper by calling SpatialAudio::AddGeometrySet(). The triangles will reflect the sound emitted from AkSpatialAudioEmitter components.


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