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Wwise Unity Integration Documentation

An AkRoom is an enclosed environment that can only communicate to the outside/other rooms with AkRoomPortals [詳解]

AkTriggerHandlerを継承しています。

公開メンバ関数

ulong GetID ()
 Access the room's ID [詳解]
 
void SetReverbZone (AkRoom parentRoom, float transitionRegionWidth)
 Establish a parent-child relationship between this Room and a parent Room. Sound propagate between a Reverb Zone and its parent as if they were the same Room, without the need for a connecting Portal. Examples of Reverb Zones include a covered area with no walls, a forested area within an outdoor space, or any situation where multiple reverb effects are desired within a common space. Reverb Zones have many advantages compared to standard Game-Defined Auxiliary Sends. They are part of the wet path, and form reverb chains with other Rooms; they are spatialized according to their 3D extent; they are also subject to other acoustic phenomena simulated in Wwise Spatial Audio, such as diffraction and transmission. If a Room is already assigned to a parent Room, it is first be removed from the original parent (exactly as if RemoveReverbZone were called) before it is assigned to the new parent Room. The automatically created 'Outdoors' Room is commonly used as a parent Room for Reverb Zones, since they often model open spaces. Calls AK::SpatialAudio::SetReverbZone() with the Parent Room and transition Region Width parameters. [詳解]
 
void RemoveReverbZone ()
 Remove this Room, a Reverb Zone, from its parent. Sound can no longer propagate between this Room and its parent, unless they are explicitly connected with a Portal. Calls AK::SpatialAudio::RemoveReverbZone() with this Room's ID."/>. [詳解]
 

公開変数類

int priority = 0
 
AK.Wwise.AuxBus reverbAuxBus = new AK.Wwise.AuxBus()
 The reverb auxiliary bus. [詳解]
 
float reverbLevel = 1
 The reverb control value for the send to the reverb aux bus. [詳解]
 
float transmissionLoss = 1
 Loss value modeling transmission through walls. [詳解]
 
AK.Wwise.Event roomToneEvent = new AK.Wwise.Event()
 Wwise Event to be posted on the room game object. [詳解]
 
float roomToneAuxSend = 0
 Send level for sounds that are posted on the room game object; adds reverb to ambience and room tones. Valid range: (0.f-1.f). A value of 0 disables the aux send. [詳解]
 
System.Collections.Generic.List< int > triggerList = new System.Collections.Generic.List<int> { START_TRIGGER_ID }
 List containing the enabled triggers. [詳解]
 
bool useOtherObject = false
 This property is usefull only when used with colliders. When enabled, the target of the action will be the other colliding object. When disabled, it will be the current object. [詳解]
 

静的公開変数類

const int MAX_NB_TRIGGERS = 32
 Since our mask is a 32 bits integer, we can't have more than 32 triggers [詳解]
 
static System.Collections.Generic.Dictionary< uint, string > triggerTypes = AkTriggerBase.GetAllDerivedTypes()
 Will contain the types of all the triggers derived from AkTriggerBase at runtime [詳解]
 

詳解

An AkRoom is an enclosed environment that can only communicate to the outside/other rooms with AkRoomPortals

The AkRoom component uses its required Collider component to determine when AkRoomAwareObjects enter and exit the room using the OnTriggerEnter and OnTriggerExit callbacks.


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