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Up to 4 game-defined auxiliary sends can be set additionally to the 4 user-defined auxiliary sends. Game defined auxiliary sends are mostly controlled by the game using the following Wwise SDK functions:
AK::SoundEngine::SetGameObjectAuxSendValues()
Use this function to define the send volume to an auxiliary bus for a specific game object. This can be often referred as the wet volume.
AK::SoundEngine::SetGameObjectOutputBusVolume()
Use this function to define the output bus volume. This can be often referred as the dry volume.
However, to enable the game-defined auxiliary send functionality on an object, the option Use game-defined auxiliary sends must be activated.
To enable the game-defined auxiliary sends
Inspect the object by double-clicking it in the Project Explorer
In the Property Editor:
Go to the General Settings tab
In the group box Game-defined Auxiliary Sends:
Click the Override parent if possible
Click Enable game-defined auxiliary sends
By enabling game-defined auxiliary sends for a specific object, you can control which object is affected by the game-defined sends. In a scenario where game-defined sends are used to control environments, you would be able to control which objects are affected by the environments, and which one are not affected.
When the game-defined auxiliary sends are active, you can make adjustments to the game sends volume values, directly in the Wwise, by changing the game-defined volume, which is additive to the game values.
Game-defined auxiliary sends can be used in combination to the attenuations, defined in the positioning properties of the object. The attenuation settings allow to control the following game-defined properties from the distance separating the listener to the game object:
Game-defined send volume: allows you to control how much wet signal is attenuated from the distance.
Output bus volume: allows you to control how much dry signal is attenuated from the distance.
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