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Wwise Unity Integration Documentation
Using AkRoom from the Inspector

Rooms are fundamental pieces of Spatial Audio, playing an important role in all Spatial Audio Concepts.

  • Reverb Aux Bus: Click to select the Auxiliary Bus from those already defined in WwiseProject > AuxiliaryBusses in the Wwise Picker. To add a new Auxiliary Bus, you can click the Create new 'Auxiliary Bus' button within the Wwise Project Explorer's Audio tab, after selecting an Audio Bus within the Master-Mixer Hierarchy.
    See also
  • Reverb Level: Set the slider or field directly as a multiplier (0, no aux send, to 1 with up to seven decimal positions) of the Volume for the Auxliary Sends of the Auxiliary Bus. If you had Auxiliary Busses set up for a large room and a small room, for example, you would likely decrease the level for the small room because the reverberations would be less noticible.
    See also
  • Wall Occlusion: Set the slider or field directly (0 to 1) as the corresponding percentage value to take from all the Occlusion curves (Occlusion Volume, Occlusion LPF, and Occlusion HPF) in your Wwise Project Settings. For example, a Wall Occulsion of 0.75 corresponds to the 75% mark in the corresponding Wwise Occlusion graphs' Occlusion axis, which means -12.0 dB in the image below.
    Typically, lower occlusion is fit for thin walls, while higher occlusion is for thicker, more solid walls.
    Note: Wall Occlusion is only applicable when there are no open portals in a room.

The Integration uses the Wall Occlusion parameter as the occlusion level when calling SetObjectObstructionAndOcclusion.

See also
  • Priority: Sets the priority number of a room to be chosen for AK::SpatialAudio::SetGameObjectInRoom() when a game object is in two rooms. Note that the larger number is deemed the higher priority. For example, the room with Priority 2 would be used over the room with Priority l.
    See also
    Room Tone
  • Trigger On: Provides a list of Unity events that can trigger your Wwise Event. You can choose more than one Unity event, in which case the field will display as "Mixed…". You are not limited to those events. You can trigger an Event at any time by calling AkSoundEngine.PostEvent anywhere in your code. You can also code your own triggers, so they appear in the list for your co-workers. See Adding New Triggers for Wwise Events.
  • Room Tone Event: Click to select the Event from those already defined in WwiseProject > Events in the Wwise Picker. To add a new Event, you can click the Create new 'Event' button within the Wwise Project Explorer's Events tab. The selected Event will apply to the room game object.
    See also
  • Room Tone Aux Send: Set the slider or field directly as the send level for sounds posted on the room game object, where 0 disables the aux send and 1 sets it at full value.
    See also

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