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Wwise Unreal Integration Documentation
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Several Wwise-specific actions can be executed on AkComponent scene components. These are available in the Ak Component category.
AkComponent's の実質的な減衰半径 (ScalingFactor * MaxAttenuation)を返す。
Posts the specified UAkAudioEvent in Wwise.
Posts the specified UAkAudioEvent in Wwise. The async version waits until the media is loaded and then posts the event.
Latent Blueprint node that posts the specified UAkAudioEvent in Wwise, and then waits until the end of the Event to continue the graph's execution.
Latent Blueprint node that posts the specified UAkAudioEvent in Wwise, and then waits until the end of the Event to continue the graph's execution. The async version waits until the media is loaded and then posts the event.
Posts this AkComponent's internal UAkAudioEvent in Wwise.
Posts this AkComponent's internal UAkAudioEvent in Wwise. The async version waits until the media is loaded and then posts the event.
Latent Blueprint node that posts this AkComponent's internal UAkAudioEvent in Wwise, and then waits until the end of the Event to continue the graph's execution.
Latent Blueprint node that posts this AkComponent's internal UAkAudioEvent in Wwise, and then waits until the end of the Event to continue the graph's execution. The async version waits until the media is loaded and then posts the event.
関連づけられた AkComponent に対してトリガをポストする。
AkComponent にリスナーを設定します。
Gets the collision channel used when doing line of sight traces for obstruction/occlusion calculations.
Sets the output direct bus volume to use for the specified game object. The Bus Volume value is a number from 0.0f to 1.0f.
関連付けられた AkComponent のGame Parameter値を取得します。
関連付けられた AkComponent のゲームパラメータ値を設定します。
該当する AkComponent のStopWhenOwnerDestroyed値を設定します。
関連付けられた AkComponent のスイッチのスイッチグループを設定します。
Stops the UAkAudioEvent associated with the AkComponent from playing.
Sets whether the AkComponent is influenced by AkReverbVolume.
Calls AK:SpatialAudio::SetGameObjectRadius() to set the outer and inner radius of the game object and sends them to Spatial Audio.