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AkInitializer Class Reference

List of all members.

Public Attributes

string  basePath = AkSoundEngineController.s_DefaultBasePath
  Path for the soundbanks. This must contain one sub folder per platform, with the same as in the Wwise project.
string  language = AkSoundEngineController.s_Language
  Language sub-folder.
int  defaultPoolSize = AkSoundEngineController.s_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.
int  lowerPoolSize = AkSoundEngineController.s_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.
int  streamingPoolSize = AkSoundEngineController.s_StreamingPoolSize
  Streaming Pool size. This contains the streaming buffers. Default size is 1 MB, but you should adjust for your needs.
int  preparePoolSize = AkSoundEngineController.s_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.
float  memoryCutoffThreshold = AkSoundEngineController.s_MemoryCutoffThreshold
  This setting will trigger the killing of sounds when the memory is reaching 95% of capacity. Lowest priority sounds are killed.
int  monitorPoolSize = AkSoundEngineController.s_MonitorPoolSize
  Monitor Pool size. Size of the monitoring pool, in bytes. This parameter is not used in Release build.
int  monitorQueuePoolSize = AkSoundEngineController.s_MonitorQueuePoolSize
  Monitor Queue Pool size. Size of the monitoring queue pool, in bytes. This parameter is not used in Release build.
int  callbackManagerBufferSize = AkSoundEngineController.s_CallbackManagerBufferSize
  CallbackManager buffer size. The size of the buffer used per-frame to transfer callback data. Default size is 4 KB, but you should increase this, if required.
int  spatialAudioPoolSize = AkSoundEngineController.s_SpatialAudioPoolSize
  Spatial Audio Lower Pool size. Default size is 4 MB, but you should adjust for your needs.
uint  maxSoundPropagationDepth = AkSoundEngine.AK_MAX_SOUND_PROPAGATION_DEPTH
  Spatial Audio Max Sound Propagation Depth. Maximum number of rooms that sound can propagate through; must be less than or equal to AK_MAX_SOUND_PROPAGATION_DEPTH.
AkDiffractionFlags  diffractionFlags = AkDiffractionFlags.DefaultDiffractionFlags
  Enable or disable specific diffraction features. See AkDiffractionFlags.
bool  engineLogging = AkSoundEngineController.s_EngineLogging
  Enable Wwise engine logging. Option to turn on/off the logging of the Wwise engine.

Detailed Description

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.

See also:
Generated on Mon Apr 15 18:03:42 2019 for Wwise Unity Integration by  doxygen 1.6.3

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