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2018.1.11.6987
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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
Wwise SDK 2018.1.11
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Wwise game-defined auxiliary sends are a way to easily apply one or more environmental effects on sounds based on their location in the game. The option "Use game-defined auxiliary sends" must have been set in the object properties or in the object it inherits its properties from.
Using Wwise, a sound designer can define multiple game-defined auxiliary sends to be used in a game. For example, those game-defined auxiliary sends could be:
Each Game-defined Auxiliary Send could represent an environmental Reverb Effect with a different set of parameters. Each environment would be then represented by an Auxiliary Bus in the Wwise project.
All sounds that are in the same auxiliary bus are mixed together before having the effects applied. A different volume can be set for every game object.
How the sound and its game-defined auxiliary sends effects reach the listener can be modified using the obstruction and occlusion mechanism ( Obstruction and Occlusion in Environments ).
Refer to the Wwise documentation for more information regarding how to create Auxiliary busses.
Refer to Integration Details - Environments and Game-defined Auxiliary Sends for an overview of how to handle game-defined auxiliary sends using the SDK.
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