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Wwise Unity Integration Documentation
クラス一覧
クラス・構造体・共用体・インターフェースの一覧です。
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 NAK
 NWwise
 CAcousticTextureThis type represents an Acoustic Texture
 CAuxBusThis type represents an auxiliary send in the Master-Mixer Hierarchy
 CBankThis type can be used to load/unload SoundBanks
 CBaseGroupTypeThis type represents the base for all Wwise Types that also require a group GUID, such as State and Switch
 CBaseTypeThis type represents the base for all Wwise Types that require a GUID
 CCallbackFlagsThis type represents the values of the flags used when posting an Event with a callback
 CEventThis type can be used to post Events to the sound engine
 CRTPCThis type can be used to set game parameter values to the sound engine
 CStateThis type can be used to set Wwise States
 CSwitchThis type can be used to set Switch values on gameobjects
 CTriggerThis type can be used to post triggers to the sound engine
 CakURI strings to use in WAAPI calls. For a complete description, refer to the official Wwise SDK documentation
 CAkAmbientUse this component to attach a Wwise Event to any object in a scene. The sound can be started at various moments, dependent on the selected Unity trigger. This component is more useful for ambient sounds (sounds related to scene-bound objects) but could also be used for other purposes. Since AkAmbient has AkEvent as its base class, it features the play/stop, play multiple, stop multiple and stop all buttons for previewing the associated Wwise event
 CAkAmbientLargeModePositionerUse this component to add a Large Mode position to any AkAmbient in a Scene
 CAkAudioListenerAdd this script on the game object that represent a listener. This is normally added to the Camera object or the Player object, but can be added to any game object when implementing 3D busses. isDefaultListener determines whether the game object will be considered a default listener - a listener that automatically listens to all game objects that do not have listeners attached to their AkGameObjListenerList's
 CAkBankLoads and unloads a SoundBank at a specified moment. Vorbis sounds can be decompressed at a specified moment using the decode compressed data option. In that case, the SoundBank will be prepared
 CAkEarlyReflectionsSet an early reflections auxiliary bus and send volume for a particular game object
 CAkEmitterObstructionOcclusionCompletely obstructs/occludes the emitter of the current game object from its listeners if at least one object is between them
 CAkEnvironmentUse this component to define a reverb zone. This needs to be added to a collider object to work properly. See AkEnvironmentやAkEnvironmentPortalをInspectorで使う
 CAkEnvironment_CompareByPrioritySorts AkEnvironments based on their priorities
 CAkEnvironment_CompareBySelectionAlgorithmSorts AkEnvironments based on the selection algorithm. The selection algorithm is as follows:
 CAkEnvironmentPortalUse this component to define an area that straddles two different AkEnvironment's zones and allow mixing between both zones. AkEnvironmentやAkEnvironmentPortalをInspectorで使う
 CEnvListWrapperThis enables us to detect intersections between portals and environments in the editor
 CAkEventHelper class that knows a Wwise Event and when to trigger it in Unity. As of 2017.2.0, the AkEvent inspector has buttons for play/stop, play multiple, stop multiple, and stop all. Play/Stop will play or stop the event such that it can be previewed both in edit mode and play mode. When multiple objects are selected, Play Multiple and Stop Multiple will play or stop the associated AkEvent for each object
 CAkEventCallbackMsgEvent callback information. Event callback functions can receive this structure as a parameter
 CAkGameObjThis component represents a sound object in your scene and tracks its position and other game syncs such as Switches, RTPCs, and environment values. You can add this to any object that emits sound, and it is added to any object to which an AkAudioListener is attached. If it is not present, Wwise adds it automatically, with the default values, to any Unity Game Object that is passed to Wwise
 CAkInitializerThis script deals with initialization, and frame updates of the Wwise audio engine.
It is marked as DontDestroyOnLoad so it stays active for the life of the game, not only one scene. Double-click the Initialization Settings entry, AkWwiseInitializationSettings, to review and edit Wwise initialization settings
 CAkListenerDistanceProbeAdd this script on a listener game object to assign another game object as a distance probe. The position of the distance probe will be used for distance calculations for the listener, instead of the position of the listener itself. In third-person perspective applications, the distance probe Game Object may be set to the player character's position, and the listener Game Object's position to that of the camera. In this scenario, attenuation is based on the distance between the character and the sound, whereas panning, spatialization, and spread and focus calculations are based on the camera
 CAkMemBankLoaderThis class is an example of how to load banks in Wwise, if the bank data was preloaded in memory.
This would be useful for situations where you use the WWW class
 CAkRadialEmitterA radial emitter is for sounds that are not point sources, but instead originate from a region of space
 CAkReverbZoneThis component establishes a parent-child relationship between two Rooms and allows for sound propagation between them as if they were the same Room, without the need for a connecting Portal
 CAkRoomAn AkRoom is an enclosed environment that can only communicate to the outside/other rooms with AkRoomPortals
 CAkRoomAwareManagerThis manager tracks the AkRoomAwareObjects and the AkRooms in which they enter and exit
 CAkRoomAwareObjectThis component makes a GameObject aware of AkRoom components. When using Spatial Audio rooms, all emitters and the spatial audio listener should have this component
 CAkRoomManagerThis manager tracks AkRoomPortals and the rooms that they connect (front and back room)
 CAkRoomPortalAn AkRoomPortal can connect two AkRoom components together
 CAkRoomPortalObstructionCompletely obstructs the spatial audio portal of the current game object from the spatial audio listener if at least one object is between them
 CAkSpatialAudioDebugDrawAdd this script on a GameObject to print Spatial Audio paths
 CAkSpatialAudioEmitter(DEPRECATED) This script is deprecated as of 2019.2. Early reflections, Diffraction and Room Reverb can all be enabled per sound in the Sound Property Editor of the Authoring
 CAkSpatialAudioListenerAdd this script on the game object that represent a listener. This is normally added to the Camera object or the Player object, but can be added to any game object when implementing 3D busses. isDefaultListener determines whether the game object will be considered a default listener - a listener that automatically listens to all game objects that do not have listeners attached to their AkGameObjListenerList's
 CSpatialAudioListenerListThis class represents the list of active Unity Game Objects that are designated to be spatial audio listeners. Currently, only one spatial audio listener can be active at a time
 CAkStateThis will call AkUnitySoundEngine.SetState() whenever the selected Unity event is triggered. For example this component could be set on a Unity collider to trigger when an object enters it
 CAkSurfaceReflectorThis component converts the provided mesh into Spatial Audio Geometry
 CGeometryDataThe Spatial Audio Geometry Data. Can be used when calling AkUnitySoundEngine.SetGeometry()
 CAkSwitchThis will call AkUnitySoundEngine.SetSwitch() whenever the selected Unity event is triggered. For example, this component could be set on a Unity collider to trigger when an object enters it
 CAkTriggerBaseBase class for the generic triggering mechanism for Wwise Integration. All Wwise components will use this mechanism to drive their behavior. Derive from this class to add your own triggering condition, as described in Wwiseイベントのトリガーを追加する
 CAkWaapiUtilitiesThis class wraps the client that communicates with the Wwise Authoring application via WAAPI. Given that only one request can be pending on the websocket, a queue is used to consume all calls sequentially. Messages sent to WAAPI use the JSON format and are serialized by Unity Json serialization. Helper classes (WaapiHelper) for serialization, keywords for WAAPI commands (WaapiKeywords), and classes for serializing message arguments and deserializing responses are found in AkWaapiHelper.cs. Uri.cs contains classes with fields containing URI strings for WAAPI calls and error messages
 CSubscriptionInfoClass used to store information about a specific subscription
 CWaapiCommandA simple structure containing an async payload function that will be executed when it is consumed by the command queue
 CAkWwiseTreeWAAPIDataSourceThis class communicates with Wwise Authoring via AkWaapiUtilities to keep track of the Wwise object hierarchy in the project. This hierarchy information is stored in a tree structure and is used by the Wwise Picker when it is in WAAPI mode. Changes to the project are received via WAAPI subscriptions
 CAkWwiseTriggerThis will call AkUnitySoundEngine.PostTrigger() whenever the selected Unity event is triggered. For example this component could be set on a Unity collider to trigger when an object enters it
 CArgsAbstract base class for WAAPI command arguments
 CArgsCommandWAAPI arguments containing an object identfier and command field. Used by AkWaapiUtilities.SelectObjectInAuthoringAsync()
 CArgsDisplayNameWAAPI arguments containing an object identfier and name used when deleting an object
 CArgsObjectWAAPI arguments containing an object identfier
 CArgsPlayWAAPI arguments containing an Event identfier and transport ID. Used to toggle Event playback
 CArgsRenameWAAPI arguments containing an object identfier and new value used when renaming an object
 CArgsTransportWAAPI arguments containing a transport ID. Used to specify transports in transport-specific commands
 CErrorDetailsUsed to deserialize details in WAAPI error messages
 CErrorMessageUsed to deserialize WAAPI error messages
 CJsonSerializableBase class for Json serializable objects. Implements implicit cast to string using UnityEngine.JsonUtility.ToJson
 COptionsAbstract base class for WAAPI command options
 CReturnOptionsWAAPI options to specify the names of fields to return in a WAAPI request returning WwiseObjects
 CReturnTransportUsed to deserialize the response from an ak.wwise.core.transport.create command. Contains the transport ID
 CReturnWwiseObjectsClass used to deserialize a WAAPI response containing Wwise objects
 CReturnWwiseObjectsGeneric class to deserialize a WAAPI response containing Wwise objects with custom return options
 CSelectedWwiseObjectsClass used to deserialize selected Wwise objects published on the ak.wwise.ui.selectionChanged topic
 CTransportOptionsWAAPI options used to specify the transport ID when subscribing
 CTransportStateUsed to deserialize transport-state information receieved from the transport.stateChanged topic
 CWaapiHelperContains a helper function GetWwiseObjectTypeFromString
 CWaapiKeywordsContains fields for specific WAAPI keywords
 CWampWAMP protocol implementation using only strings and regular expressions. This implements only a subset of the WAMP feature set and is only compatible with Wwise
 CErrorExceptionException thrown during WAMP operations
 CTimeoutExceptionException thrown during WAMP operations when the timeout is reached
 CWaqlArgsWAAPI arguments containing a WAQL string
 CWwiseChildModifiedInfoUsed to deserialize information published on the ak.ww.nosp@m.ise..nosp@m.core..nosp@m.@obj.nosp@m.ect.c.nosp@m.hild.nosp@m.Added and ak.ww.nosp@m.ise..nosp@m.core..nosp@m.@obj.nosp@m.ect.c.nosp@m.hild.nosp@m.Remov.nosp@m.ed topics
 CWwiseObjectInfoClass containing the information returned by a WAAPI request for an object
 CWwiseObjectInfoJsonObjectUsed to deserialize information from a request for a Wwise object. Implements an implicit cast to WwiseObjectInfo
 CWwiseObjectInfoParentContains the GUID of the returned object's parent
 CWwiseRenameInfoUsed to deserialize information published on the ak.ww.nosp@m.ise..nosp@m.core..nosp@m.@obj.nosp@m.ect.n.nosp@m.ameC.nosp@m.hange.nosp@m.d topic

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