menu
버전
2016.2.6.6153
2024.1.7.8863
2023.1.15.8789
2025.1.0.8897
2022.1.19.8584
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
menu
2024.1.7.8863
2023.1.15.8789
2025.1.0.8897
2022.1.19.8584
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
Now that we have established a few generalized attenuations for ambient emitters, any level of the Actor-Mixer Hierarchy can subscribe to them. Remember that any children of the parent sound object will inherit the subscription unless overridden. In the first example, we'll subscribe the ambient_tree_rustle sound object to the ambient_emitters_small_0_5 attenuation so that we only hear trees when the listener is within five game units of the emitter.
We begin by overriding the parent object (if any) and changing the sound to 3D in the positioning tab. Clicking the Selector button (>>) allows you to navigate the attenuation ShareSet hierarchy and select the attenuation you want to subscribe to.
Subscribing a sound object to an attenuation
Now, when the ambient_tree_rustle sound object is played, it will obey the definition of the ambient_emitters_small_0_5 attenuation and you will hear the soft rustling of leaves when the listener is close to the emitter. If the properties of the attenuation change, any sound object that is subscribed to it will also change.
프로젝트를 등록하세요. 아무런 조건이나 의무 사항 없이 빠른 시작을 도와드리겠습니다.
Wwise를 시작해 보세요