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Wwise Unreal Integration Documentation
Spatial Audio 对象 Blueprint 函数

AkGeometry Blueprint 函数

  • ConvertMesh:将父级 Mesh 转换为 Spatial Audio Geometry 可用的 FAkGeometryData 结构。在将 Mesh Type 设为 Static Mesh 时,使用父级 Mesh 的索引和顶点。在将 Mesh Type 设为 Simple Collision 时,把父对象的 BodySetup 转换为 FAkGeometryData 。若 Simple Collision 由 Box Primitive、Sphere Primitive 或 Capsule Primitive 构成,则使用各个 Primitive 的 Bounding Box。若 Simple Collision 包含 Convex Hull Primitive,则使用 Simple Collision 的索引和顶点。
  • RemoveGeometry:通过调用 AK:SpatialAudio::RemoveGeometry() 来移除 Spatial Audio 中的几何构造。
  • UpdateGeometry:将 FAkGeometryData 组件发送到 Spatial Audio。

AkLateReverbComponent Blueprint 函数

  • AssociateAkTextureSetComponent:设置组件以用于估算 HFDamping。比如,在 Blueprint 所含 Static Mesh 组件带有 AkGeometry 子组件的情况下,可通过在 BeginPlay 时调用该函数来将所述 AkGeometry 组件与此 Late Reverb 组件关联。若该 Late Reverb 组件包含同级 Geometry 组件或 Surface Reflector Set 组件,则会自动与之进行关联,而无需调用此函数。

AkRoomComponent Blueprint 函数

-SetAttenuationScalingFactor: Sets the attenuation scaling factor, which modifies the attenuation computations on the game object to simulate sounds with a larger or smaller area of effect.

  • GetPrimitiveParent:返回与此 Ak Room 组件绑定的 UPrimitiveComponent
  • SetReverbZone: Establishes a parent-child relationship between this AkRoomComponent and a parent AkRoomComponent and allows for sound propagation between them as if they were the same Room, without the need for a connecting AkPortalComponent. Setting a Room as a Reverb Zone is useful in situations where two or more acoustic environments are not easily modeled as closed Rooms connected by Portals. Possible uses for Reverb Zones include: a covered area with no walls, a forested area within an outdoor space, or any situation where multiple reverb effects are desired within a common space. Reverb Zones have many advantages compared to standard Game-Defined Auxiliary Sends (that is compared to the AkLateReverbComponent or the AkReverbVolume). They are part of the wet path, and form reverb chains with other Rooms; they are spatialized according to their 3D extent; they are also subject to other acoustic phenomena simulated in Wwise Spatial Audio, such as diffraction and transmission. 父级 Room 可具有多个 Reverb Zone,但 Reverb Zone 只能有一个父对象。If a Room is already assigned to a parent Room, it is first removed from the old parent (exactly as if RemoveReverbZone were called), and is then assigned to the new parent Room. A Reverb Zone can be the parent of another Reverb Zone. A Room cannot be its own parent. The automatically created 'Outdoors' Room is commonly used as a parent Room for Reverb Zones, because they often model open spaces. A Reverb Zone needs to be a Room component with an associated geometry. This function also sets a transition region between the Reverb Zone and its parent. The transition region acts the same way as Portal depth, but is centered around the Reverb Zone geometry (see AkPortalComponent for more details about the Portal depth). Transition regions are only added on surfaces where transmission loss is set to 0.
  • RemoveReverbZone: Removes this Reverb Zone from its parent. Sound can no longer propagate between the two Rooms, unless they are explicitly connected with a Portal.
  • SetGeometryComponent: Sets the geometry component to use to send the geometry of the room to Wwise. For example, in a Blueprint that has a static mesh component with an AkGeometry child component, this function can be called in BeginPlay to associate that AkGeometry component with this room component. If this room component has a sibling geometry component (or surface reflector set component), they are automatically associated and there is no need to call this function.

AkPortalComponent Blueprint 函数

您可以针对 AkPortalComponent 对象执行多个 Wwise 函数。在 Ak Portal Component 类别中可以找到这些函数。

  • EnablePortal: Enables the portal. Emitters positioned in the AkRoomComponent in front of and behind the portal emit through it.
  • DisablePortal: Disables the portal. Emitters positioned in the AkRoomComponent in front of and behind the portal do not emit through it.
  • GetCurrentState: Returns an AkAcousticPortalState, which represents the current state of the portal (Enabled or Disabled).
  • GetPortalOcclusion: Returns a floating point number between 0 and 1 that represents the occlusion value applied to the portal. A value of 0 indicates that the portal is not occluded and a value of 1 indicates that it is completely occluded.
  • SetPortalOcclusion: Sets a new portal occlusion value. A value of 0 indicates that the portal is not occluded and a value of 1 indicates that it is completely occluded. The occlusion value is applied to the portal with AK::SpatialAudio::SetPortalObstructionAndOcclusion. Portal occlusion can be used to modulate sound in response to a door opening or closing.
  • GetPrimitiveParent:返回与此 Ak Portal 组件绑定的 UPrimitiveComponent
  • PortalPlacementValid:若 Portal 位置和朝向有效,则返回 true。Portals have a front and a back Room. They must have at least one connected Room, the front Room must be different than the back Room, and the Rooms cannot be a Reverb Zone and its parent. 有关详细信息,请参阅 AkPortalComponentAkRoomComponent 章节。

AkSurfaceReflectorSetComponent Blueprint 函数

  • SendSurfaceReflectorSet:通过调用 AK:SpatialAudio::SetGeometry() 来将 Brush 的索引和顶点转换为 Spatial Audio Geometry 数据并发送到 Spatial Audio。
  • RemoveSurfaceReflectorSet:通过调用 AK:SpatialAudio::RemoveGeometry() 来移除 Spatial Audio 中的几何构造。
  • UpdateSurfaceReflectorSet:通过调用 SendSurfaceReflectorSet 来将新的 Brush 转换结果发送到 Spatial Audio。
参见

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