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互动音乐是具有多种功能的复杂工具,项目开始时就为其制定统一的策略可以节省后期的时间和精力。当然,处理互动音乐的方法有很多,您可以在 Wwise 中使用任何方法来为游戏创造最佳音乐效果。The following are suggestions for how you can get the most from your interactive music including troubleshooting information for any playback problems that might arise.
If you are having desynchronization or voice starvation problems when auditioning tracks, and you are connected to the game you can set a new look-ahead time in the Property Editor. If you are experiencing these problems in Wwise for unstreamed tracks, you can try adjusting the Music Track look-ahead time (ms). See “Setting the Music Track look-ahead time”一节.
As a general rule, the more tracks that you have playing simultaneously, the more look-ahead time you will need to avoid voice starvation and maintain track synchronization. The exact amount of look-ahead time will depend on many factors, including the compression format and the total bandwidth usage at the time of the request.
The sample converter used in Wwise increases the length of a sound by approximately 12 samples per minute for sources in the following frequencies:
44,100 Hz
22,050 Hz
11,025 Hz
虽然对于声音对象不成问题,但音乐对象可以在任何 Exit(出口)提示点停止,不一定播放到文件结束,从而可能导致连续性问题。因此,音乐对象最好使用 12,000、24,000、36,000 或 48000Hz 音频文件,这样不会引入错误。