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2022.1.18.8567
2024.1.4.8780
2023.1.12.8706
2022.1.18.8567
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
2024.1.4.8780
2023.1.12.8706
2022.1.18.8567
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
Wwise Unreal Integration Documentation
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When an object appears between the emitter and the listener, the sound can pass through the object. Spatial Audio models this phenomenon by filtering the direct path of the sound. Transmission loss values ranging from 0 to 1 can be applied on AkSurfaceReflectorSetComponent, AkGeometryComponent or AkRoomComponent components. The transmission loss value is then sent to Wwise where the associated filter is applied according to the transmission curves of the sound's Attenuation ShareSet. Typically, a value of 1.0 represents full loss, and a value of 0.0 indicates that sound can be transmitted through the geometry without any loss.
info | Note: The Preparation for the Spatial Audio Tutorials must be completed prior to starting this tutorial. Most importantly, these two steps must be done.
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The transmission loss value of a path is the maximum transmission loss value the sound encounters in a direct path from the emitter to the listener. The chosen transmission loss value can be from a geometry or a room.
Transmission loss attenuates the sound using the Transmission curves in the sound's Attenuation ShareSet. When the curves are set to Use Project Occlusion, they use the Occlusion curves in the Obstruction/Occlusion tab of the Project Settings in the Authoring application.
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