AkGeometry Blueprint 함수
- ConvertMesh: 상위 메쉬를 Spatial Audio Geometry와 함께 사용할 수 있는 구조체인
FAkGeometryData
로 변환합니다. 스태틱 메시 종류의 경우 상위 메시의 색인과 정점이 사용됩니다. 단순 충돌 메시 종류의 경우 상위 계층의 BodySetup이 FAkGeometryData
로 변환됩니다. 단순 충돌이 상자, 구형, 캡슐로 구성된 경우 각 모양에 대한 경계 상자가 사용됩니다. 단순 충돌이 볼록한 선체를 가질 경우 이 충돌의 색인과 정점이 사용됩니다.
- RemoveGeometry: AK:SpatialAudio::RemoveGeometry()를 호출하여 Spatial Audio에서 지오메트리를 제거합니다.
- UpdateGeometry:
FAkGeometryData
컴포넌트를 Spatial Audio로 전송합니다.
AkLateReverbComponent Blueprint 함수
- AssociateAkTextureSetComponent: HFDamping을 예측하는 데에 사용할 컴포넌트를 설정합니다. 예를 들어 AkGeometry 하위 컴포넌트가 있는 스태틱 메쉬 컴포넌트를 가진 Blueprint에서는 이 함수를 BeginPlay에서 호출하여 AkGeometry 컴포넌트를 해당 리버브 컴포넌트와 연결할 수 있습니다. 이 후기 리버브 컴포넌트에 형제 지오메트리 컴포넌트(혹은 표면 반사 설정 컴포넌트)가 있는 경우 이 컴포넌트가 자동으로 설정되기 때문에 해당 함수를 호출할 필요가 없습니다.
AkRoomComponent Blueprint 함수
-SetAttenuationScalingFactor: Sets the attenuation scaling factor, which modifies the attenuation computations on the game object to simulate sounds with a larger or smaller area of effect.
- GetPrimitiveParent: 해당 Ak Room Component가 연결될
UPrimitiveComponent
를 반환합니다.
- SetReverbZone: Establishes a parent-child relationship between this AkRoomComponent and a parent AkRoomComponent and allows for sound propagation between them as if they were the same Room, without the need for a connecting AkPortalComponent. Setting a Room as a Reverb Zone is useful in situations where two or more acoustic environments are not easily modeled as closed Rooms connected by Portals. Possible uses for Reverb Zones include: a covered area with no walls, a forested area within an outdoor space, or any situation where multiple reverb effects are desired within a common space. Reverb Zones have many advantages compared to standard Game-Defined Auxiliary Sends (that is compared to the AkLateReverbComponent or the AkReverbVolume). They are part of the wet path, and form reverb chains with other Rooms; they are spatialized according to their 3D extent; they are also subject to other acoustic phenomena simulated in Wwise Spatial Audio, such as diffraction and transmission. 상위 계층 Room은 여러 개의 Reverb Zone을 가질 수 있지만 Reverb Zone은 하나의 Parent만 가질 수 있습니다. If a Room is already assigned to a parent Room, it is first removed from the old parent (exactly as if RemoveReverbZone were called), and is then assigned to the new parent Room. A Reverb Zone can be the parent of another Reverb Zone. A Room cannot be its own parent. The automatically created 'Outdoors' Room is commonly used as a parent Room for Reverb Zones, because they often model open spaces. A Reverb Zone needs to be a Room component with an associated geometry. This function also sets a transition region between the Reverb Zone and its parent. The transition region acts the same way as Portal depth, but is centered around the Reverb Zone geometry (see AkPortalComponent for more details about the Portal depth). Transition regions are only added on surfaces where transmission loss is set to 0.
- RemoveReverbZone: Removes this Reverb Zone from its parent. Sound can no longer propagate between the two Rooms, unless they are explicitly connected with a Portal.
- SetGeometryComponent: Sets the geometry component to use to send the geometry of the room to Wwise. For example, in a Blueprint that has a static mesh component with an AkGeometry child component, this function can be called in BeginPlay to associate that AkGeometry component with this room component. If this room component has a sibling geometry component (or surface reflector set component), they are automatically associated and there is no need to call this function.
AkPortalComponent Blueprint 함수
AkPortalComponent 오브젝트에서 여러 Wwise 전용 동작을 실행할 수 있습니다. 이러한 동작은 Ak Portal Component Category에서 제공됩니다.
- EnablePortal: Enables the portal. Emitters positioned in the AkRoomComponent in front of and behind the portal emit through it.
- DisablePortal: Disables the portal. Emitters positioned in the AkRoomComponent in front of and behind the portal do not emit through it.
- GetCurrentState: Returns an
AkAcousticPortalState
, which represents the current state of the portal (Enabled or Disabled).
- GetPortalOcclusion: Returns a floating point number between 0 and 1 that represents the occlusion value applied to the portal. A value of 0 indicates that the portal is not occluded and a value of 1 indicates that it is completely occluded.
- SetPortalOcclusion: Sets a new portal occlusion value. A value of 0 indicates that the portal is not occluded and a value of 1 indicates that it is completely occluded. The occlusion value is applied to the portal with AK::SpatialAudio::SetPortalObstructionAndOcclusion. Portal occlusion can be used to modulate sound in response to a door opening or closing.
- GetPrimitiveParent: 해당 Ak Portal Component가 연결될
UPrimitiveComponent
를 반환합니다.
- PortalPlacementValid: 포털 위치와 방향이 유효할 경우 true를 반환합니다. Portals have a front and a back Room. They must have at least one connected Room, the front Room must be different than the back Room, and the Rooms cannot be a Reverb Zone and its parent. 더 자세한 정보는 AkPortalComponent 및 AkRoomComponent 를 참고해 주세요.
AkSurfaceReflectorSetComponent Blueprint 함수
- SendSurfaceReflectorSet: AK:SpatialAudio::SetGeometry()를 호출하여 브러쉬의 색인과 정점을 Spatial Audio Geometry 데이터로 변환하여 Spatial Audio로 보냅니다.
- RemoveSurfaceReflectorSet: AK:SpatialAudio::RemoveGeometry()를 호출하여 Spatial Audio에서 지오메트리를 제거합니다.
- UpdateSurfaceReflectorSet:
SendSurfaceReflectorSet를
호출하여 브러쉬의 새로운 변환을 Spatial Audio로 보냅니다.
- 참고
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