menu
 

在 Audiokinetic 社区问答论坛上,用户可对 Wwise 和 Strata 相关问题进行提问和解答。如需从 Audiokinetic 技术支持团队获取答复,请务必使用技术支持申请单页面。

0 投票
Hello.

Got Wwise and UE4 working together and I am trying to figure out how to switch the attenuation sphere in to a box for non spatialized ambient sounds. As default, spheres are be very dandy if placing a background ambient sound outdoors and for static objects and emitters.

When it comes to indoor environments though, spheres don't do much of a great job when it comes to background ambiences. A BOX would do the job much better, corresponding it to the room size.

I just cant seem to find the settings though. Is this possible, and if so, how do I do it.

Thanks

David Eisler

Arrowhead Gamestudios
分类:General Discussion | 用户: David E. (100 分)

2 个回答

0 投票
Unfortunately, Wwise only supports sphere-shaped attenuations.

A workaround would be to use a trigger volume. Place an AkAmbient inside your room, and insert a trigger volume shaped like your room (AkReverbVolume can be used as a trigger volume if you have a reverb effect for your room). In the OnBeginOverlap event for the trigger volume, use the Start Ambient Sound box, and in the OnEndOverlap, use Stop Ambient Sound. This behaviour should be very close to what you're looking for.
用户: Benoit S. (Audiokinetic) (16.0k 分)
0 投票
Now,we used the occlusion/obstruction for the ambient sound in UE. the work flow is very similar with UE ambient zone.
用户: HongTao (280 分)
...