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Has anyone used Unity Audio Reveb Zones and Wwise together?

+1 vote
I am trying to set up a test for 3D sounds in a forested area to see what the Unity reverb is like and even though the audio emitter is 100% in the maximum reverb zone it doesn't seem to be effecting the sound.
asked Jan 8, 2014 in General Discussion by Dave C. (190 points)

1 Answer

+1 vote

When using Wwise with Unity, you need to use the AkBoxEnvironement component and AkAuxSendAware component together.

AkBoxEnvironement replaces the "reverb zone".  AkAuxSendAware has to be added to the object being affected by the reverb.  And finally, you must define your reverb effect in Wwise, as a Effect Shareset.  You can read about the Aux Send concept in our Wwise doc (F1 in Authoring) and in the Wwise SDK doc for programmers (probably in C:\Program Files\Audiokinetic\Wwise\SDK\Help).  Look for the function SetGameObjectAuxSendValues.  You can also look at the AkBoxEnvironement and AkAuxSendAware script code to understand how it is used.

answered Jan 13, 2014 by Mathieu J. (Audiokinetic) (7,080 points)
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