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버전
2016.2.6.6153
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
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
Public Attributes | |
string | basePath = c_DefaultBasePath |
Path for the soundbanks. This must contain one sub folder per platform, with the same as in the Wwise project. |
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string | language = c_Language |
Language sub-folder. |
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int | defaultPoolSize = c_DefaultPoolSize |
Default Pool size. This contains the meta data for your audio project. Default size is 4 MB, but you should adjust for your needs. |
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int | lowerPoolSize = c_LowerPoolSize |
Lower Pool size. This contains the audio processing buffers and DSP data. Default size is 2 MB, but you should adjust for your needs. |
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int | streamingPoolSize = c_StreamingPoolSize |
Streaming Pool size. This contains the streaming buffers. Default size is 1 MB, but you should adjust for your needs. |
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int | preparePoolSize = c_PreparePoolSize |
Prepare Pool size. This contains the banks loaded using PrepareBank (Banks decoded on load use this). Default size is 0 MB, but you should adjust for your needs. |
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float | memoryCutoffThreshold = c_MemoryCutoffThreshold |
This setting will trigger the killing of sounds when the memory is reaching 95% of capacity. Lowest priority sounds are killed. |
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bool | engineLogging = c_EngineLogging |
Enable Wwise engine logging. Option to turn on/off the logging of the Wwise engine. |
This 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. You can, and probably should, modify this script to change the initialization parameters for the sound engine. A few are already exposed in the property inspector. It must be present on one Game Object at the beginning of the game to initialize the audio properly. It must be executed BEFORE any other MonoBehaviors that use AkSoundEngine.
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Wwise를 시작해 보세요