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+2 投票
Hi, it seems like these two functions got broken between 2017.2.3.6575 and 2018.1.1.6727 Both did nothing and leave object at (0,0,0).

I did a A-B test between these two versions above with UE4's FirstPerson project template.

1. For Ak::SoundEgnine::SetPosition, I changed

AkAudioDevice->SetPosition(this, soundpos);

to

AkAudioDevice->SetPosition(GetAkGameObjectID(), soundpos);

 in UAkComponent::UpdateGameObjectPosition() which switch calling Ak::SpatialAudio::SetPosition to Ak::SoundEngine::SetPosition

 

2. For Ak::SoundEgnine::SetMultiplePositions, it works in 2017.2.3, but in 2018.1.1, the object just stays at where its placed in the level.

 And I made sure I revert one change while testing the other one so they dont coexist.

Is this something that wwise is aware of?
分类:General Discussion | 用户: Lei S. (140 分)
I'm also seeing this after updating to 2018.1.1 yesterday. Did you find a solution?
Sorry for the necro, but I'm experiencing similiar issues on UE 4.21.  I am providing a single AK Component with multiple positions , however the audio appears to play only from the single position of the AKComponent.    Is this a known bug?
nm, I'm just a dum dum.  

In case anyone else is experiencing this issue, make sure you turn off 'bUseSpatialAudio' on any AKComponent you are trying to call SetMultiplePositions() on.  

It will fail if this boolean is enabled!

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