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Wwise Unreal Integration Documentation
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This tutorial demonstrates how to use Spatial Audio geometry to send reflective surfaces to the Reflect plug-in, which simulates the early reflection implied by the propagation of sound in an acoustic environment.
To prepare for this tutorial:
Navigate to New Child > Presets and select Simplified Early Reflection Auxiliary Bus
Navigate to the Sound SFX Sound Property Editor of the sound created in Wwise Project Preparation.
In the project, we want our building, the floor and the obstacle to reflect sounds. There are two ways to do that, with an AkSpatialAudioVolume or with the AkGeometryComponent.
The AkGeometryComponent
can be added to static mesh actors. It will automatically send the static mesh geometry to spatial audio. It can also be configured to send the simple collision mesh. A sufficiently complex static mesh with an AkGeometryComponent
attached can sometimes result in geometry that is too complex. This is both in terms of computation time and because ray-based acoustic simulation techniques, such as those used in Wwise Spatial Audio, generally assume that geometric features (surfaces and edges) are significantly larger than the wavelength of the sound source. For reference, a 1000Hz sound in air has a wavelength of 34cm. Instead of using the static mesh directly, an AkSpatialAudioVolume
can be used to create a simple shape around the mesh (when it serves as an obstacle to reflect and obstruct sound), or within the mesh (when it serves as interior walls).
In the tutorial map, the obstacle is a basic static mesh. We can easily add an AkGeometryComponent
to it.
AkSpatialAudioVolume
.AkSpatialAudioVolumes
into the sceneAkSpatialAudioVolume
. When a satifactory shape is found, release the mouse button and the AkSpatialAudioVolume will snap into place.Make sure that Enable Surface Reflectors is enabled for all three AkSpatialAudioVolumes
.
Note: If you play either of the sounds from the rooms while the player is outside, you do not see any Reflect sends. Also, the sound is attenuated by transmission. That's because we created closed AkSpatialAudioVolumes around the building and each room. You can create openings in them by modifying the brush object, or by using Spatial Audio Portals, which are covered in Rooms and Portals. |
Navigate to the Game Object Profiler layout (shortcut F12).
Note: If you can't see any geometry in the Game Object 3D viewer, you may need to increase the Monitor Queue Pool Size. The setting is located in the Platform Initialization Settings. |
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