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Wwise Unreal Integration Documentation
Wwise Unreal Components

AkLateReverbComponent

You can add this component to any UPrimitiveComponent to create a reverb zone from that Primitive Component. To obtain the reverb effect, assign a Wwise Auxiliary Bus to the component and route all AkComponents that enter this volume to the associated Wwise Auxiliary Bus. If there is volume overlap, a Priority property determines which Auxiliary Busses the target AkComponent is routed to. AkReverbVolume に出入りする時は、AUXバスレベルにテンポラルフェードイン・フェードアウトエフェクトが適用されます。
If an Ak Late Reverb Component is active on an actor that also has an AkRoomComponent, the Late Reverb Component is disabled and reverb is handled by the AkRoomComponent, which uses the Spatial Audio engine to render Effects.

Information about the reverb parameters is displayed above any objects with attached Ak Late Reverb Components. You can enable or disable this text in the Wwise Integration Settings under Viewports - Show Reverb Info, or from the Unreal Level Editor Viewport menu.

Show Reverb Info in the Level Editor Viewport Menu

プロパティ:

  • Enable Late Reverb: このコンポーネントを有効・無効にします。
  • Send Level: Wwise AUXバスに関連付けられたMaximum Send Levelです。
  • Fade Rate: Rate at which to fade in/out the Send Level of the current Late Reverb Component when entering/exiting it, in percentage per second. For example, a value of 0.2 makes the fade time 5 seconds.
  • Priority: The order in which to apply the Late Reverb Components. In the case of overlapping volumes, only the ones with the highest priority are chosen (the number of simultaneous Late Reverb Components is configurable in the Unreal Editor Project Settings under Wwise > Integration Settings). If two or more overlapping Late Reverb Components have the same priority, it is not possible to predict which Late Reverb Component will be applied first.
  • Auto Assign Aux Bus: Automatically assigns the aux bus for this reverb component by estimating the decay time of the reverb produced by the parent Primitive Component, given its volume and surface area. このディケイ値を使って、Integration Settingsの Automatically Assigning a Reverb Aux Bus からAuxバスを選択します。デフォルトで有効になっています。
  • Aux Bus: このボリュームにアサインされている、 UAkAuxBus 。In the Wwise project, this aux bus enables game-defined auxiliary sends. If you are using Late Reverb with AkRoomComponent and AkPortalComponent, Listener Relative Routing for Positioning must also be enabled and must have a 3D Spatialization assigned.
  • Environment Decay Estimate: リバーブの環境における推定T60(音圧レベルが60dB下がるのにかかる時間)で、レイトリバーブがアタッチされたPrimitiveコンポーネントに基づいて推定されます。このT60値は、Integration Settingsの Automatically Assigning a Reverb Aux Bus を使ってAuxバスを自動アサインするときに使ったり、Integration Settingsの Driving Reverb RTPCs に基づいてDecay Estimate RTPCを決めるために使ったりします。
  • HFDamping: 環境によって生じるHigh-Frequency Damping(高周波のダンピング)の推定値で、関連付けられている AkGeometryComponent (主体となるアクターがボリュームであれば、 AkSurfaceReflectorSetComponent )に基づいています。To estimate the HF damping, a geometry component must be associated with this reverb component through the AssociateAkTextureSetComponent function. If this late reverb component has a sibling geometry component (or surface reflector set component), it is associated automatically and there is no need to call AssociateAkTextureSetComponent. If AssociateAkTextureSetComponent is used, the HFDamping value is only accurate during play. 値が0.0であれば、全周波数にわたり一定したダンピングであることを示します。A value greater than 0.0 indicates more damping for higher frequencies than lower frequencies. A value less than 0.0 indicates more damping for lower frequencies than high frequencies. Integration Settingsの Driving Reverb RTPCs に基づいて、この値をHFDamping RTPCを決めるために使えます。Average absorption values are calculated using each of the textures in the collection, weighted by their corresponding surface area.
  • Time to First Reflection: An estimation of the time required for the first reflection to reach the listener, based on the primitive component to which the late reverb is attached. The estimate is based on an emitter and listener positioned at the centre of the parent primitive component. Integration Settingsの Driving Reverb RTPCs に基づいて、この値をTime To First Reflection RTPCを決めるために使えます。

Blueprint Functions:

注記:
  • An Ak Late Reverb Component must be attached to a UPrimitiveComponent in the component hierarchy. If an Ak Late Reverb Component does not have a UPrimitiveComponent as its parent, an error is logged and the component does not have an effect.
  • If you use an AkLateReverbComponent in a custom Blueprint class, we recommended that you use a simple collision component as the parent, such as BoxCollision, SphereCollision, or CapsuleCollision component. 詳細は、 Spatial Audioのブループリントコンポーネント を参照してください。
  • To use the Environment Decay Estimate, HFDamping, and Time to First Reflection values with the Driving Reverb RTPCs in the integration settings, the reverb component must have a sibling AkRoomComponent (in other words, an AkRoomComponent that shares the same Primitive parent component). The RTPC values are set on the Room IDs.
  • When working with Ak Late Reverb Components in the level editor, we strongly recommended that you enable Realtime in the Viewport Options. If Realtime is disabled, the reverb parameter estimation values are not updated when actors are scaled or when acoustic texture parameters are changed in the Wwise project.

AkComponent

The AkComponent acts as a proxy for a GameObject, and registers and unregisters its associated AkGameObjectID at the appropriate time.

If you look at the Unreal Integration C++ files, you can see that UAkComponent offers many of the same functions that receive an AkGameObjectID as AK::SoundEngine, and that UAkGameObject has a GetAkGameObjectID() function that returns a casted this pointer.

If you are adding functionality to an AkAudioDevice, for example, you can use GetAkGameObjectID() to obtain the AkGameObjectID that you need for any of the SoundEngine functions.

プロパティ:

  • Attenuation Scaling Factor: If the Ambient Sound uses attenuation in Wwise, you can use this property to modify the attenuation computations on the ambient sound to simulate sounds with a larger or smaller area of effect.
  • Use Reverb Volumes: Determines whether or AAkReverbVolumes influences the component.
  • Obstruction Occlusion
    • Collision Channel: The object collision channel to use when doing line of sight traces for obstruction/occlusion calculations. When set to 'Use Integration Settings Default', the value is taken from the DefaultOcclusionCollisionChannel in the Wwise Integration Settings.
    • Refresh Interval: Set the time interval between obstruction/occlusion checks (direct line of sight between the listener and this game object). Obstruction is used if Spatial Audio Rooms are present in the map. Otherwise, occlusion is used. Set to 0 to disable obstruction/occlusion on this component. The obstruction/occlusion value is directly applied with AK::SoundEngine::SetObjectObstructionAndOcclusion. When using Spatial Audio, obstruction checks are also done between portals in the same room and this game object. Only use this feature if you plan to obstruct this game object with geometry that is neither AkSurfaceReflectorSetComponent nor AkGeometryComponent. If not, we recommend that you disable obstruction/occlusion checks and exclusively use Spatial Audio Geometric Diffraction and Transmission.
  • Spatial Audio
    • Enable Spot Reflectors: Enable reflections on AkSpotReflector for this AkComponent.
    • Radial Emitter
      • Outer Radius: 希望する外半径をこのフィールドに設定します。The specified number is sent directly to the Spatial Audio AK:SpatialAudio::SetGameObjectRadius() call without any transform. When the actor is selected, a yellow sphere outline is drawn around the game object's position to visualize the size.
      • Inner Radius: 希望する内半径をこのフィールドに設定します。The size must be equal to or smaller than the size of the outer radius. The specified number is sent directly to the spatial audio AK:SpatialAudio::SetGameObjectRadius() call without any transform. When the actor is selected, a yellow sphere outline is drawn around the game object's position to visualize the size.
    • Reflect
      • Early Reflection Aux Bus: Set the early reflection auxiliary bus for the current game object. The component calls AK::SpatialAudio::SetEarlyReflectionsAuxSend() with the selected auxiliary bus. Auxバスのパラメータは、ゲームオブジェクトで再生中のサウンドのうち、オーサリングツールでアーリーリフレクションのAuxバスを指定していないサウンドに適用されます。サウンドに個別に指定したアーリーリフレクションのAuxバスのパラメータが、ここでパスされる値よりも優先されます。
      • Early Reflection Bus Send Gain: Set an early reflection send volume for the current game object. The component calls AK:SpatialAudio::SetEarlyReflectionsVolume() with the specified volume value. この値とオーサリングツールで指定したアーリーリフレクションのボリュームを合算し、ゲームオブジェクトで再生中の全てのサウンドに適用します。有効値は、[0, 1]です。When set to 0, all reflection processing for this game object is disabled.
    • Debug Draw options: Use these options to visualize the raycasts performed by the Spatial Audio Engine, as well as the triangles hit by those raycasts. The visualizations are helpful when you have to debug the Spatial Audio engine. これは、一度に1つのコンポーネントに限り、使える。
  • AkEvent
    • Ak Audio Event: The UAkAudioEvent that is posted when the AkAmbientSound object is instructed to start playing. Spatial Audio機能を使う場合は、イベントのサウンドエフェクトGame-defined auxiliary sendsを有効にしておきます。
参照

AkAudioInputComponent

AkAudioInputComponentAkComponent から派生し、オーディオ入力インスタンスを表します。

Blueprint Functions:

  • Post Associated Audio Input Event: 指定したEventの再生を開始し、適切なコールバックを登録します。

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