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2017.1.9.6501
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
The sound engine calculates a standard set of values that the sound designer may find useful to hook into to create dynamic audio and motion. These "built-in" parameters can be accessed by using the bind to built-in parameter mechanism and are updated internally each frame. No additional game programming is necessary to use Game Parameters that are bound to built in parameters.
info | Note |
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When an RTPC is bound to a built-in parameter, the sound engine updates the value for each game object. If the RTPC is used on a global Wwise object that has no game object association, such as a bus or bus effect, the default value will be used. |
Available built-in parameters:
Distance
The distance between the game object and the listener. In the case that multiple listeners and/or multiple positions are assigned to the game object, the value is taken to be the shortest distance between all listener and sound position combinations.
Azimuth
The angle, in degrees, between the listener and the game object projected on to the horizontal plane. A value of 0 degrees indicates that the sound is directly in front of the listener, -90 degrees the sound is to the left, 90 degrees to the right and +/- 180 degrees the sound is directly behind the listener.
In the case that the game object has been assigned multiple listeners and/or sound positions, the value taken is the angle between the listener and sound position that are closest together.
Elevation
The vertical angle with respect to the horizon in degrees, between the listener and the game object. A value of 0 degrees indicates that the sound is on the same horizontal plane as the listener; a value of 90 degrees indicates that the sound is directly above and -90 degrees indicates the sound is directly below.
In the case that the game object has been assigned multiple listeners and/or sound positions, the value taken is the angle between the listener and sound position that are closest together.
Object-to-Listener Angle
Object-to-Listener Angle represents the 3D angle between the orientation vector of the game object, and the vector formed by the line between the game object and the listener. A value of 0 degrees indicates that the game object is directly facing the listener, and a value of 180 degrees indicates that the game object is facing directly away from the listener.
In the case that the game object has been assigned multiple listeners and/or sound positions, the value taken is the angle between the listener and sound position that are closest together.
Obstruction
Obstruction provides access to the value set on the game object via the SetObjectObstructionAndOcclusion API.
In the case that the game object has been assigned multiple listeners, the obstruction value taken is the one that has been assigned to the listener with the closest current sound position.
Occlusion
Occlusion provides access to the value set on the game object via the SetObjectObstructionAndOcclusion API.
In the case that the game object has been assigned multiple listeners, the occlusion value taken is the one that has been assigned to the listener with the closest current sound position.
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