menu
버전
2022.1.18.8567
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
Wwise SDK 2022.1.18
|
The Spatial Audio module exposes a number of services related to spatial audio, notably to do the following:
Internally, Spatial Audio does the following:
It is an SDK component that works with the Wwise sound engine, as shown in the following flowchart.
Spatial Audio exposes three categories of service, described in separate sections:
Rooms and Portals are a simple, high-level geometry abstraction used to model propagation of sound emitters located in other rooms. 지오메트리 uses triangles to compute image sources to simulate dynamic early reflections with Reflect, or to compute geometric diffraction. Spatial Audio also exposes helper functions to access the raw Reflect API directly (Using Raw Image Sources).
Spatial Audio의 함수와 정의는 SDK/include/AK/SpatialAudio/Common/에서 확인하실 수 있습니다. Its main functions are exposed in the AK::SpatialAudio
namespace.
Initialize Spatial Audio with AK::SpatialAudio::Init()
.
When using Spatial Audio, a single game object must be explicitly assigned as the Spatial Audio Listener. To do so, call AK::SpatialAudio::RegisterListener()
, and pass the ID of the desired listener. 해당 게임 오브젝트는 사운드 엔진 내에서 리스너로 등록되거나 할당돼야 합니다. 사운드 엔진 내 Listener에 대한 더 자세한 정보는 리스너 통합하기 를 참고하세요.
dangerous | 주의: Spatial Audio only supports one top-level listener. |
A game object becomes a Spatial Audio Emitter when it plays a sound that has one or more settings related to Spatial Audio enabled in Wwise Authoring:
AK::SpatialAudio::SetEarlyReflectionsAuxSend
to assign the bus to the Game Object.The position of a game object, either an emitter or a listener, is passed to the sound engine with AK::SoundEngine::SetPosition
. Spatial Audio retrieves the position information directly from the sound engine to determine the source position for reflection and diffraction processing.
Spatial Audio는, Wwise 사운드 엔진이 종료될 때 자동으로 종료됩니다.
프로젝트를 등록하세요. 아무런 조건이나 의무 사항 없이 빠른 시작을 도와드리겠습니다.
Wwise를 시작해 보세요