此 Integration 的各个版本分别与特定的 Unreal Engine 4 版本对应。Here is what has changed in the Unreal Engine 4.7 release of the integration (in addition to upgrading to the new Unreal build).
Unreal Engine 4.7 - Wwise v2014.1.3
- Added support for the Android platform.
- Now including a new demonstration game, based on Epic's First Person Template. For more information, see 使用 Wwise Demo Game.
- All Wwise Integration settings now have their page in the Unreal Project Settings window. No need to manually edit INI files anymore!
- UI-157 Fixed: When generating the SoundBanks, add the Max Attenuation information to AkEvents. It can be retrieved via Blueprints.
- UI-187 Fixed: Allow the preview of AkEvents from the Content Browser by pressing the space bar.
- UI-188 Fixed: When an AkAmbientSound is about to be destroyed, cancel its event callback to avoid using a destroyed object in the callback.
- UI-189 Fixed: Added an attenuation scaling factor to AkComponent, allowing to make each actor's attenuation radius unique.
- UI-190 Fixed: Added a new Blueprint node that allows setting the exact list of loaded SoundBanks. 有关详细信息,请参阅 已移除和已弃用的函数 章节。
- UI-193 Fixed: Get the
UAkAudioEventFactory
directly when creating UAkAudioEvents
by Drag & Drop.
- UI-194 Fixed: Optimized the finding of
AkReverbVolumes
at a location.
- UI-195 Fixed: Added blueprint_actor_posteventbyname, features_blueprintsoundbanks_removed, and 已移除和已弃用的函数 Blueprint nodes.
- UI-196 Fixed: Added a configuration parameter for the maximum number of concurrent Reverb Volumes applied on a sound.
- UI-201 Fixed: Added an UAkAudioEvent to AkComponent, to bring it in sync with Unreal's AudioComponent. An AkComponent can by added in a Blueprint via drag & drop of a UAkAudioEvent. An actor with an attached AkComponent will also show its attenuation radius in the Editor.
- UI-204 Fixed: Added code to unload auto-loaded SoundBanks.
- UI-205 Fixed: Don't post events in a world that does not allow audio playback.
- UI-208 Fixed: Fixed a potential crash when generating SoundBanks.