Wwise SDK 2023.1.6
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The Spatial Audio module exposes a number of services related to spatial audio, notably to do the following:
Internally, Spatial Audio does the following:
It is an SDK component that works with the Wwise sound engine, as shown in the following flowchart.
Spatial Audio exposes three categories of service, described in separate sections:
使用房间和门户 are a simple, high-level geometry abstraction used to model propagation of sound emitters located in other rooms. Geometry uses triangles to compute image sources to simulate dynamic early reflections with Reflect, or to compute geometric diffraction. Spatial Audio also exposes helper functions to access the raw Reflect API directly (使用原始镜像声源).
Spatial Audio 功能和定义可以在 SDK/include/AK/SpatialAudio/Common/ 中找到。 Its main functions are exposed in the AK::SpatialAudio
namespace.
Initialize Spatial Audio with AK::SpatialAudio::Init()
.
When using Spatial Audio, a single game object must be explicitly assigned as the Spatial Audio Listener. To do so, call AK::SpatialAudio::RegisterListener()
, and pass the ID of the desired listener. 另外,还要把该游戏对象注册到声音引擎中,并将其指派为听者。如需进一步了解声音引擎中的 Listener,请参阅 集成 Listener 。
![]() | 警告: Spatial Audio 仅支持一个顶层听者。 |
A game object becomes a Spatial Audio Emitter when it plays a sound that has one or more settings related to Spatial Audio enabled in Wwise Authoring:
AK::SpatialAudio::SetEarlyReflectionsAuxSend
to assign the bus to the Game Object.The position of a game object, either an emitter or a listener, is passed to the sound engine with AK::SoundEngine::SetPosition
. Spatial Audio retrieves the position information directly from the sound engine to determine the source position for reflection and diffraction processing.
Spatial Audio 会在 Wwise 声音引擎终止时自动终止。