menu
Wwise 버전
2024.1.5.8803
2024.1.5.8803
2023.1.13.8732
2022.1.19.8584
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
- Cube 통합
- Sample Project
- Wwise SDK
- Wwise Unity 통합
- Wwise Unreal 통합
- Wwise 도움말
- Wwise 핵심 개념
기타 문서
- Strata
- ReaWwise
- Audiokinetic Launcher
- Wwise Audio Lab
- Wwise Adventure Game
- GME In-Game Voice Chat
자격증 과정
- Wwise-101 (2024.1)
- Wwise-201 (2021.1)
- Wwise-251 (2023.1)
- Wwise-301 (2023.1)
기타 소스
- 웹사이트
- 동영상
- Q&A
- 블로그
Google Resonance SDK is used by applying Ambisonics 3rd order to audio channels that require 3d audio settings. However, when Ambisonics 4th Order is applied to this audio channel, the following error log appears. LogAkAudio: Error: [18446744073709551615] Plug-in unsupported channel configuration: 6557955 How can we solve this problem? Google Resonance is limited to Ambisonics 3rd order, therefore ...
SEE the values changing in real time, according to the curves set for the sound in the Attenuation Editor. The Main mix meters should reflect the volume and position of the sound, including an Ambisonics mix. The user should HEAR the sound changing in real time, according to the curves set for the sound in the Attenuation Editor. In addition to hearing the volume, filters, spread, and focus changing ...
Is it possible to have ambisonics work as sound fields in UE4 or is this not supported? Have you set the positioning to User-Defined and unchecked Follow Listener Orientation? It should make it so that the sound field's origin is the listener, but will keep its orientation relative to the world when the listener rotates.,Have you set the positioning to User-Defined and unchecked Follow Listener Orientation?