版本

menu_open
Wwise SDK 2024.1.1
Spatial Audio

简介

The Spatial Audio module exposes a number of services related to spatial audio, notably to do the following:

  • compute image sources for Reflect for a given geometry
  • model sound propagation from Rooms and Portals by controlling 3D busses
  • model sound propagation across geometry
  • access the raw API of Reflect

Internally, Spatial Audio does the following:

  • controls 3D busses by managing game objects and their properties (positions, auxiliary sends, obstruction, and occlusion)
  • controls (multi-) positions and aux sends of Spatial Audio game objects
  • runs geometric sound reflection, diffraction and transmission algorithms
  • packages data for Reflect

It is an SDK component that works with the Wwise sound engine, as shown in the following flowchart.

SpatialAudioFlow

Spatial Audio 服务

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).

API 设置

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.

初始化

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。

Spatial Audio Emitter

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:

  • To enable room reverberation, enable game-defined auxiliary sends on the sound's General Settings tab.
  • To enable reflection processing, assign an early reflection bus to the sound in one of the following ways:
  • To enable diffraction and transmission processing, select Enable Diffraction and Transmission on the sound's Positioning tab.

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.

终止

Spatial Audio 会在 Wwise 声音引擎终止时自动终止。

参见

此页面对您是否有帮助?

需要技术支持?

仍有疑问?或者问题?需要更多信息?欢迎联系我们,我们可以提供帮助!

查看我们的“技术支持”页面

介绍一下自己的项目。我们会竭力为您提供帮助。

来注册自己的项目,我们帮您快速入门,不带任何附加条件!

开始 Wwise 之旅