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I can hear the sound when I look at the emitter from unreal, but I can't hear it when I go behind the wall. The solution is to use diffraction, but I don't know how. I thought that I could use akSpatialAudioVolume, AK Acoustic portal object and ak geometry component referring to WAL, but it doesn't work. I wish someone would help.

 

https://youtube.com/shorts/SKam3hIw4gQ?feature=share
JUNHO L. (150 ポイント) General Discussion

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ベストアンサー

Hello Junho, 

Yes and no. You might get an OK result by just disguising the sound cut-off with diffraction, but there's a bit more to it. 

First off, the reason the sound cuts off is probably because of the Occlusion Refresh Interval set to 0.2. If you want to use Wwise Spatial Audio, disable it by setting it to 0. 
Instead, you can use Transmission to control how much the sound should get filtered behind certain objects, and even have a different value for each object. You'll find much more about this in our Using Spatial Audio Tutorial

Good luck and let us know how it goes :)

Mads Maretty (Audiokinetic) (3.5k ポイント)
JUNHO L. 選択
thank you. While doing the spatial audio tutorial, I made a blue print from the Spatial Audio Blueprint component tutorial. While testing various things, I want to adjust the Transmission Loss using an acoustic texture, but it doesn't work. Do you know any solution? I think it's because I didn't set the surface reflector, but I don't know how.
Thank you very much, I'm new in Wwise and it's tedious.  Thank you very much
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