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
We're just evaluating Wwise for our Unity project, and running into some general issues that hopefully there are easy fixes/ best practices, to avoid.

One of them is that sounds are playing on my gameobject after it is destroyed. When I create a campfire, I send an event to wwise saying "Play_Campfire" which is a looping event so it plays a campfire crackle loop. However, if I destroy that gameobject. (right now I'm just destroying them in a debug mode) it continues to play the looping event. How am I able to get this campfire to stop playingits looping event sound via code. Ideally looking for a generic solution so I don't need to create a custom stop event for each gameobject that might have a looping sound that I need to stop.

Obviously never had this issue with Unity's default audio as the audio source component is attached to the gameobject itself. Hopefully some others have come accross the same issue and there's a good solution, seems like a pretty basic use case :)

Wwise is fun, bit of a learning curve, but looking forward to doing some cool stuff with it :)

 

Thanks

Jesse
分类:General Discussion | 用户: Jesse C. (130 分)

2 个回答

0 投票
You need to create a stop event in wwise that stop your campfire audio container.

Then before destroying your game object, you need to call the event.
用户: Maxime F. (150 分)
0 投票
when you call PostEvent(), you will get a playingId, cache it, when you want to stop the event, use the StopPlayingID()
uint playingId = AkSoundEngine.PostEvent(eventName, gameobject);
AKSoundEngine.StopPlayingID(playingId);
用户: Li C. (140 分)
...