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- 必要条件
2024.1.4.8780
2023.1.12.8706
2022.1.18.8567
2021.1.14.8108
2019.2.15.7667
2019.1.11.7296
2018.1.11.6987
2017.2.10.6745
2017.1.9.6501
2016.2.6.6153
2015.1.9.5624
Wwise Unreal Integration Documentation
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Before you begin this tutorial, refer to Working with Listeners in Third-Person Perspective Games for a general introduction to Distance Probe usage in Wwise.
This tutorial demonstrates how to use a Blueprint to assign a Distance Probe in Wwise. The example uses the Third Person project template, and the ThirdPersonCharacter Actor is used for the Distance Probe. The exact steps might vary depending on your project.
To use a Blueprint to assign a Distance Probe:
Drag a pin from the Listener input parameter of Set Distance Probe, and add a Get Player Camera Manager node.
info | 注記: The Wwise Unreal integration automatically registers a Game Object as a default listener and attaches it to the PlayerCameraManager actor. |
Drag a connection from the Distance Probe input parameter, and add a Get a reference to self variable. In this context, Self refers to the ThirdPersonCharacter Actor.
In the Wwise Unreal Integration, Distance Probes interact with AkReverbVolumes, which are actors that have Late Reverb components (see AkReverbVolume).
When a game object changes position, it checks for late reverb components, then calls AK::SoundEngine::SetGameObjectAuxSendValues() with the corresponding aux bus. If the Distance Probe is a game object that emits sound, and the game object is in the AkReverbVolume actor, the sound is sent to the aux bus of the AkReverbVolume. If the camera is a game object that emits sound, it sends to that aux bus if it is inside the AkReverbVolume.