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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
Setting switches is very similar to setting states, except that you do it with the AK::SoundEngine::SetSwitch() function:
AK::SoundEngine::SetSwitch( AK::SWITCHES::GROUND::GROUP, AK::SWITCHES::GROUND::SWITCH::GRAVEL, GAME_OBJECT_ID_HUMAN );
The AK::SoundEngine::SetSwitch() method also accepts strings (Unicode or Ansi) instead of IDs. In this case you would specify the names of the Switch Group and Switch, as defined by the Wwise user:
AK::SoundEngine::SetSwitch( L"Ground", L"Gravel", GAME_OBJECT_ID_HUMAN );
In the sample program you can experiment with switches by clicking on the Start Walking button (to start triggerring Play_FootStep
events every half second) and then changing the ground material with the "Ground switch" dropdown list.
Refer to Integration Details - Switches for more details.
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Note: This sample code comes from the Sound Engine Integration Sample Project available in the Samples section. Refer to Integration Demo Sample for more information. |
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