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Wwise Unreal Integration Documentation
Blueprint Functions

Several Wwise-specific global functions are exposed to scripting; the following are available in the Audiokinetic category:

Cancel Event Callback

Cancels a callback event that was supplied to PostEvent. The Blueprint Event will no longer be called after this node has been executed.

Get Ak Component

Obtains an AkComponent that is attached to and follows a specified component. Several methods are available directly on the AkComponent : see AkComponent Blueprint Functions.

Post Event At Location

Posts a Wwise Event at a specified location. This is a fire-and-forget sound, created on a temporary Wwise Game Object with no corresponding AkComponent.

Get RTPC Value

Gets the value of a Game Parameter, optionally targeting the root component of a specified actor.

Set RTPC Value

Sets the value of a Game Parameter, optionally targeting the root component of a specified actor.

Set State

Sets the active State for a given State Group.

Spawn Ak Component at Location

Creates a new AkComponent at the specified location. By default, the component will automatically be destroyed once the Event it is playing is done. Parameter Auto Post controls whether to post the event immediately upon the component's creation (Default value is false). Advanced parameter Auto Destroy controls whether to destroy the component when the first Event posted on this component is done (Default value is true).

This Blueprint node is especially useful if you wish to set a Switch on a fire-and-forget sound. This behavior can be accomplished by disabling Auto Post, setting a Switch on the spawned Ak Component, and then posting the Event, like so:

Stop All

Stops all currently playing sounds.

Set Multiple Positions

Sets multiple positions to a single game object. Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice. This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area. Note: Calling SetMultiplePositions() with only one position is the same as calling SetPosition(). Parameter GameObjectAkComponent is the AkComponent of the game object on which to set positions. Positions is an Array of transforms to apply. MultiPositionType is the Position type. For more information on the different position types, refer to: MultiPositionType.

Set Multiple Channel Emitter Positions

Sets multiple positions to a single game object, with flexible assignment of input channels. Parameter GameObjectAkComponent is the AkComponent of the game object on which to set positions. ChannelMasks is an Array of channel masks to apply for each position. Positions is an Array of transforms to apply. MultiPositionType is the Position type.

Set Multiple Speaker Emitter Positions

Sets multiple positions to a single game object, with flexible assignment of input speakers. Parameter GameObjectAkComponent is the AkComponent of the game object on which to set positions. SpeakerMasks is an Array of speaker masks to apply for each position. Positions is an Array of transforms to apply. MultiPositionType is the Position type.

Other

Other functions are available in sub-categories:


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