Version

menu_open
Warning: you were redirected to the latest documentation corresponding to your major release ( 2022.1.17.8543 ). Should you wish to access your specific version's documentation, please download the offline documentation from the Audiokinetic Launcher and check the Offline Documentation option in Wwise Authoring.
Wwise Unity Integration Documentation

This component converts the provided mesh into Spatial Audio Geometry. More...

Inherits MonoBehaviour, and AK.Wwise.IMigratable.

Public Member Functions

void SetGeometry ()
 Call AkSurfaceReflector::SetGeometryFromMesh() with this component's mesh. More...
 
void SetGeometryInstance ()
 Call AkSurfaceReflector::SetGeometryInstance() with this component's tranform. More...
 
void UpdateGeometry ()
 Update this component's geometry instance More...
 
void RemoveGeometry ()
 Remove this component's geometry and corresponding instance from Spatial Audio. More...
 
void RemoveGeometryInstance ()
 Remove this component's geometry instance from Spatial Audio. More...
 

Static Public Member Functions

static void SetGeometryFromMesh (UnityEngine.Mesh mesh, ulong geometryID, bool enableDiffraction, bool enableDiffractionOnBoundaryEdges, bool enableTriangles, AK.Wwise.AcousticTexture[] acousticTextures=null, float[] transmissionLossValues=null, string name="")
 Convert the mesh into a geometry consisting of vertices, triangles, surfaces, acoustic textures and transmission loss values. Send it to Wwise with the rest of the AkGeometryParams to add or update a geometry in Spatial Audio. It is necessary to create at least one geometry instance for each geometry set that is to be used for diffraction and reflection simulation. See SetGeometryInstance(). More...
 
static void SetGeometryInstance (ulong geometryInstanceID, ulong geometryID, ulong associatedRoomID, UnityEngine.Transform transform)
 Add or update an instance of the geometry by sending the transform of this component to Wwise. A geometry instance is a unique instance of a geometry set with a specified transform (position, rotation and scale). It is necessary to create at least one geometry instance for each geometry set that is to be used for diffraction and reflection simulation. More...
 

Public Attributes

UnityEngine.Mesh Mesh
 The mesh to send to Spatial Audio as a Geometry Set. We recommend using a simplified mesh. More...
 
AK.Wwise.AcousticTexture[] AcousticTextures = new AK.Wwise.AcousticTexture[1]
 The acoustic texture per submesh. The acoustic texture represents the surface of the geometry. An acoustic texture is a set of absorption levels that will filter the sound reflected from the geometry. More...
 
float[] TransmissionLossValues = new[] { 1.0f }
 The transmission loss value per submesh. The transmission loss value is a control value used to adjust sound parameters. Typically, a value of 1.0 represents total sound loss, and a value of 0.0 indicates that sound can be transmitted through the geometry without any loss. Default value : 1.0. More...
 
bool EnableDiffraction = true
 Switch to enable or disable geometric diffraction for this mesh. More...
 
bool EnableDiffractionOnBoundaryEdges = false
 Switch to enable or disable geometric diffraction on boundary edges for this mesh. Boundary edges are edges that are connected to only one triangle. More...
 
AkRoom AssociatedRoom = null
 Optional room with which this surface reflector is associated. It is recommended to associate geometry with a particular room if the geometry is fully contained within the room and the room does not share any geometry with any other rooms. Doing so reduces the search space for ray casting performed by reflection and diffraction calculations. More...
 

Detailed Description

This component converts the provided mesh into Spatial Audio Geometry.

This component takes a mesh as a parameter. The triangles of the mesh are sent to Spatial Audio by calling SpatialAudio::AddGeometrySet(). The triangles reflect sounds that have an associated early reflections bus. If diffraction is enabled on this component, spatial audio also finds edges on the provided mesh, which diffract sounds that are diffraction enabled.


Was this page helpful?

Need Support?

Questions? Problems? Need more info? Contact us, and we can help!

Visit our Support page

Tell us about your project. We're here to help.

Register your project and we'll help you get started with no strings attached!

Get started with Wwise