Audiokinetic's Community Q&A is the forum where users can ask and answer questions within the Wwise and Strata communities. If you would like to get an answer from Audiokinetic's Technical support team, make sure you use the Support Tickets page.

How can I get user-defined sounds to spatialize along their animation paths?

+1 vote

Wwise Setup (2017.1.2)

I have a random container object containing 3 sound object children; the random container loops through the 3 assets with a 2 second delay between each sound. The random container's positioning is set to 3D, logarithmic attenuation curve, position source is user-defined with the "Follow Listener Orientation" checkbox not checked. "Enable Spatialization" is checked. The paths that I have defined all rotate around at least part of the origin over the course of 7 seconds, which is also the approximate length of the 3 children sound objects. Play Type is set to Random; Play Mode is set to Step with "Pick new path when sound starts" checked. An example of a ridiculous path I drew can be seen here (made exaggerated for testing purposes): 

The 3 children all inherit their positioning from the random container. There are no effects in the signal chain and no mixer plug-ins. I created a Play event for the parent random container and assigned to appropriate banks. I am routing these test events directly to the Master Audio Bus for testing purposes. 

Unity Setup (5.6.3p1)

I have a game object that has a rigidbody component and a custom script component. While not being a parent of the main camera, the game object's transform position is the same as the Main Camera. The custom script reads as follows:
 
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class AudioAmbManager : MonoBehaviour {

    //public variables
    public AK.Wwise.Bank TestBank = null;
    public AK.Wwise.Event TestEvent = null;

    public void Awake() {
        TestBank.Load();
    }

    // Use this for initialization
    void Start () {
        TestEvent.Post(this.gameObject);
    }
}

 

In the Unity's Inspector, I'm assigning my test bank and test event to the public TestBank and TestEvent variables. 

 

Result

The sound plays as if the positioning is set to Game-defined, none of the paths are heard. The object does not change position at all. The user-defined paths are essentially being ignored. 

 

Haaaaalp!

I would love to know what else I ought to do to get these sounds to spatialize along their assigned animation paths. Am I doing something wrong? I feel like I'm following the documentation pretty much to a T. I'm on Windows 10, Intel Core i7 @ 3.5 GHz and 32 GB of RAM.
 

 

asked Nov 7, 2017 in General Discussion by Mike P. (200 points)

Please sign-in or register to answer this question.

...