Wwise SDK 2023.1.6
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The Spatial Audio module exposes a number of services related to spatial audio, notably to do the following:
Internally, Spatial Audio does the following:
It is an SDK component that works with the Wwise sound engine, as shown in the following flowchart.
Spatial Audio exposes three categories of service, described in separate sections:
Rooms and Portals are a simple, high-level geometry abstraction used to model propagation of sound emitters located in other rooms. Geometry uses triangles to compute image sources to simulate dynamic early reflections with Reflect, or to compute geometric diffraction. Spatial Audio also exposes helper functions to access the raw Reflect API directly (Using Raw Image Sources).
The Spatial Audio functions and definitions can be found in SDK/include/AK/SpatialAudio/Common/. Its main functions are exposed in the AK::SpatialAudio
namespace.
Initialize Spatial Audio with AK::SpatialAudio::Init()
.
When using Spatial Audio, a single game object must be explicitly assigned as the Spatial Audio Listener. To do so, call AK::SpatialAudio::RegisterListener()
, and pass the ID of the desired listener. The game object must also be registered and assigned as a listener in the sound engine. For more information on Listeners in the Sound Engine, refer to Integrating Listeners.
![]() | Warning: Spatial Audio only supports one top-level listener. |
A game object becomes a Spatial Audio Emitter when it plays a sound that has one or more settings related to Spatial Audio enabled in Wwise Authoring:
AK::SpatialAudio::SetEarlyReflectionsAuxSend
to assign the bus to the Game Object.The position of a game object, either an emitter or a listener, is passed to the sound engine with AK::SoundEngine::SetPosition
. Spatial Audio retrieves the position information directly from the sound engine to determine the source position for reflection and diffraction processing.
Spatial Audio is terminated automatically when the Wwise sound engine is terminated.
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