Here are all the Wwise components in the Unity integration:
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AkAmbient: Use this component to attach a Wwise Event to any object in a scene. The sound can be started at various moments, dependent on the selected Unity trigger. This component is more useful for ambient sounds (sounds related to scene-bound objects) but could also be used for other purposes. Since AkAmbient has AkEvent as its base class, it features the play/stop, play multiple, stop multiple and stop all buttons for previewing the associated Wwise event.
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AkAudioListener: Add this script on the game object that represents a listener. This is normally added to the Camera object or the Player object, but can be added to any game object when implementing 3D busses.
isDefaultListener
determines whether the game object will be considered a default listener - a listener that automatically listens to all game objects that do not have listeners attached to their AkGameObjListenerList's.
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AkBank: Loads and unloads a SoundBank at a specified moment. You can decompress Vorbis sounds at a specified moment using the Decode Compressed Data option. In that case, the SoundBank will be prepared. Also see SDK Doc: Loading Banks.
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AkEmitterObstructionOcclusion: Obstructs/Occludes the emitter of the current game object from its listeners if at least one object is between them.
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AkEnvironment: Use this component to define a reverb zone. This needs to be added to a collider object to work properly.
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AkEnvironmentPortal: Use this component to define an area that straddles two different AkEnvironment zones and allow mixing between both zones.
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AkEvent: Helper class that knows a Wwise Event and when to trigger it in Unity.
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AkGameObj: This component represents a sound object in your scene tracking its position and other game syncs such as Switches, RTPC and environment values. You can add this to any object that will emit sound, and it will be added to any object that an AkAudioListener is attached to. Note that if it is not present, Wwise will add it automatically, with the default values, to any Unity Game Object that is passed to Wwise.
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AkInitializer: This component 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 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.
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AkState: This will call
AkSoundEngine.SetState()
whenever the selected Unity event is triggered. For example, this component could be set on a Unity collider to trigger when an object enters it.
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AkSwitch: This will call
AkSoundEngine.SetSwitch()
whenever the selected Unity event is triggered. For example, this component could be set on a Unity collider to trigger when an object enters it.
The spatial audio components:
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AkRoom: An AkRoom is an enclosed environment that can only communicate to the outside/other rooms with AkRoomPortals.
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AkRoomPortal: An AkRoomPortal can connect two AkRoom components together.
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AkRoomPortalObstruction: Obstructs the spatial audio portal of the current game object from the spatial audio listener if at least one object is between them.
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AkSpatialAudioEmitter: Add this script on the GameObject which represents an emitter that uses the Spatial Audio API.
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AkSpatialAudioListener: Add this script on the game object that represents a listener. This is normally added to the Camera object or the Player object, but can be added to any game object when implementing 3D busses. isDefaultListener determines whether the game object will be considered a default listener - a listener that automatically listens to all game objects that do not have listeners attached to their AkGameObjListenerList's.
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AkSurfaceReflector: This component will convert the triangles of the GameObject's geometry into sound reflective surfaces.
Component code
To learn about the code of Wwise components, you can open the corresponding C# script from the component's settings button.
If you wish to write custom scripts for your Wwise Unity Integration project, we recommend using Wwise Types.
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