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0 投票

We need a sort of callback to Unity/whatever to let us know when a sound is finished playing with Wwise. Is this possible? Or is there another method for doing it?

I was able to find the following about estimating duration of audio files under "SoundBank Settings - SoundBanks Tab":

"Event info: Estimated duration
Attempts to determine the expected duration of each event in a SoundBank. For each event, a DurationType, MinDuration, and MaxDurations attribute will be included in the soundbanksinfo.xml file. The DurationType may be one of: "OneShot", "Infinite", "Mixed" or "Unknown". "OneShot" indicates a non-looping sound; "Infinite", a looping sound; "Mixed", a sound which may or may not loop infinitely (possibly based on random chance or a switch), and "Unknown" indicates that Wwise was not able to determine the duration. The MinDuration and MaxDuration attributes attempt to place a lower and upper bound on the duration of an event. Note that these bounds are only an estimate and may or may not be accurate depending on runtime conditions.
"

It seems like it does something like what I want. Still, is it possible to get a callback for when a sound has finished playing?

分类:General Discussion | 用户: Egil S. (110 分)

1个回答

+3 投票
You should look into the AK_EndOfEvent callback. You can refer to the Wwise SDK documentation documentation for the AkCallback.h file.
用户: Benoit S. (Audiokinetic) (16.0k 分)
Perfect!

Thanks for pointing me in the right direction.
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