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0 投票

Hi there,

Let's say I have such setup:

  • Spatial Room.
  • ObjectA inside room located in one corner of the room with no openings.
  • ObjectB is located in the same room with different acoustic properties and/or much of openings.

I'd like to control send aux level per audio object instead of updating the whole spatial room initialization settings. So normally if the spatial room is updated — then the same reverb amount will be applied on each object located in the room. What I'm trying to achieve: is to have different reverb level for each audio object individually (basically something like SetEarlyReflectionsVolume, but applied of late reverbs instead of early reflections).

I tried to make a call of SetGameObjectAuxSendValues with object's ID and ID of a bus assigned to the spatial room, but that didn't help, as it didn't modify the aux send level from the object to the room's reverb, but instead created a new graph connection directly from object to aux bus running in parallel to the room aux send but not contributing into diffraction / transmission / ERs.

Is something like this possible to have in the future or are there an workarounds now already to implement something like this? 

Best,

Alexey

 

分类:Feature Requests | 用户: Alexey O. (230 分)

1个回答

0 投票
 
已采纳
If I understand correctly, you can achieve this by changing the Game-Defined Auxiliary Sends Volume. If you'd like to do it from code, just bind an RTPC to the parameter.
用户: Nathan H. (840 分)
采纳于 用户:Mads Maretty S. (Audiokinetic)
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