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Wwise SDK 2023.1.2
Wwiseモーションの統合

You can use Motion plug-ins to control the haptic feedback of a control interface. With Wwise, you can use the same set of tools to manage motion and audio in your application. Internally, motion data is no different than audio data, and all the features available for audio are also available for motion. Two types of haptic feedback are available through the motion feature: you can transform any audio signals in your project and into motion, or generate dedicated motion signals with the Motion source. You can test motion directly in Wwise Authoring on Windows with a supported controller.

Motion Components

Motion uses the Wwise Sound Engine plug-in system to work in an application, and can be subdivided into two modules: the audio source called Motion and the Audio Device called Wwise Motion. Although the Motion audio source is optional, it remains a powerful tool to create accurate and flexible motion designs.

Wwise Motion Audio Device Plug-in

The Wwise Motion audio device plug-in links the sound engine to motion-ready devices. Just like any audio device plug-in, it receives data from a set of Listeners and "presents" this data to a device. This plug-in is inside a separate library and needs to be included in both Wwise Authoring and the application. 詳細は、 ファイルロケーションの解決 のセクションを参照してください。

Motion Source Plug-in

You can use the Motion source plug-in to design the behavior of haptic feedback effects. Just like any audio source, you can add a Motion source plug-in to a Sound SFX node in your Wwise project. Make sure that the Sound SFX nodes have Output Busses set to motion-ready busses. See Motion for more information.

Setting Up Motion

To use motion in your application, you need to properly set up each component. All the concepts applicable to the audio workflow are also applicable to motion. 同じバス、リスナー、エミッタを利用します( リスナーの統合 を参照)。

Wwise Authoring Setup

サウンドデータやモーションデータをデバイスに送信するには、ライセンス取得済みのWwise Motion Audio Deviceを、あなたのWwiseプロジェクトの、Project ExplorerのAudioタブにあるAudio Deviceフォルダに追加します。Wwise Motion Audio Deviceは、サウンドエンジンがモーション対応デバイスとのインターフェースとして利用するプラグインです。Wwise Motion Audio Deviceを最上位のAudio Busにアサインすることも、重要です。The term motion bus denotes a top-level Audio Bus with a Wwise Motion Audio Device assigned to it. It is good practice to use a single motion bus hierarchy in your project for easier troubleshooting and monitoring. You can then set the Output Bus of any Sound SFX to a motion bus to create haptic feedback. Usually the Sound SFX elements that use a motion bus also use a Motion source. オーディオとモーションを同時に使うには、サウンドSFXに少なくともモーションバスが1つと、アウトプットバスまたはAuxバスのオーディオバスが1つ、必要です。

Game Setup

On the game side, link with the separate library called AkMotionSink. このライブラリは、対応プラットフォームの標準コントローラのサポートを提供します。You also need to include the AkMotionSinkFactory.h file, located under SDK\include\AK\plugin. It is important to include this file because it automatically registers the plug-in.

注釈: UnityとUnrealは、プラグインライブラリを自動的に管理します。マニュアルで AkMotionSink を追加する必要がありません。

対応するコントローラ一覧と追加要件については、下表を参照してください。

PlatformDeviceDevice Channel Config and LayoutAdditional Requirements
AndroidAndroid device with vibration supportAnonymous 1-channel
iOSiOS device with vibration support
iOS-compatible Controllers
Anonymous 1-channelCoreHaptics.framework
GameController.framework
LinuxNot supported.
MacMac-compatible ControllersAnonymous 1-channelCoreHaptics.framework
GameController.framework
PlayStation 4DUALSHOCK 4
PlayStation Move
Anonymous 2-channel:
左モーター、右モーター
PlayStation 5DualSense
VR コントローラー
Stereo 2-channel:
Left vibration, right vibration
SwitchJoy-ConAnonymous 4-channel:
左低周波バイブレーション、左高周波バイブレーション、
右低周波バイブレーション、右高周波バイブレーション
WindowsXboxおよびXInput対応コントローラ
DirectInput対応コントローラ
Anonymous 2-channel:
左モーター、右モーター
XInput.lib
Dinput8.lib
Winmm.lib
Xbox One
Xbox Series X
XboxコントローラAnonymous 4-channel:
左モーター、右モーター
左トリガー、右トリガー


If your application uses motion with one or more devices, you must add a dedicated output for each device. For example, a split-screen game with four players connected needs four different outputs for the controllers to receive haptic feedback. To add an output device, use the Wwise API's AK::SoundEngine::AddOutput function and specify the ShareSet name (as defined in your Wwise project) in the AkOutputSettings parameter. Additionally, because multiple devices can be connected, you need to provide a device ID. The following table contains more information about device IDs.

PlatformDeviceInformation
AndroidAndroid device with vibration supportUse 0.
iOSiOS device with vibration support and iOS-compatible ControllersTo vibrate the device, use 0. To vibrate a connected controller, first assign a player index to the desired GCController instance using the GameController.framework API. Then, retrieve the DeviceID of that player index by calling AK::SoundEngine::GetDeviceIDFromPlayerIndex.
LinuxNot supported.-
MacMac-compatible ControllersFirst, assign a player index to the desired GCController instance using the GameController.framework API. Then, retrieve the DeviceID of that player index by calling AK::SoundEngine::GetDeviceIDFromPlayerIndex.
PlayStation 4DUALSHOCK 4 and PlayStation MoveUse the handle of the device returned by scePadOpen or scePadGetHandle.
PlayStation 5DualSenseコントローラ、VRコントローラscePadOpenまたはscePadGetHandleで返されたデバイスのハンドルを使用。For PSVR2, create only one output device, using the handle of either the left or right VR controller, to have vibrations on both VR controllers. If you specify a device ID of 0, the system is only initialized for the wireless controller, not the VR controllers.
The Advanced vibration control mode, which is required for haptic feedback, is enabled in the System Software by default for DualSense and VR Controllers on PlayStation 5. If your code calls scePadSetVibrationMode, ensure that you do not use any behavior that disables Advanced vibration control mode, such as setting a vibration mode of SCE_PAD_VIBRATION_MODE_COMPATIBLE.
SwitchJoy-ConUse nn::hid::NpadId with the desired index.
WindowsXboxおよびXInput対応コントローラ0から3までのプレイヤーインデックスを使用。
WindowsDirectInput対応コントローラDIDEVICEINSTANCEに格納のguidProductを使用。guidProductをハッシュするには、 AK::FNVHash32を使います。
Xbox One (XDK)Xbox ControllersUse the ID stored in a IGamepad object.
Xbox One (GDK)
Xbox Series X
XboxコントローラAK::SoundEngine::GetGameInputDeviceID を呼び出して、ゲームパッドのDeviceIDを取得。


注釈: On all platforms except Windows, a device ID of "0" targets the first available device that supports motion.

Remember that game controllers can be disconnected either physically or due to communication problems. Disconnection does not have any adverse effects on the sound engine other than needlessly using resources. If you think a device has been disconnected for a long time, call AK::SoundEngine::RemoveOutput and provide the AkOutputDeviceID returned by the corresponding AddOutput() function call.

Multiplayer Considerations

Motion outputs are like any other Secondary Outputs and therefore have the same restrictions and requirements. If you are making a single-player game, in which only one player controls the game locally, the Listener/Game Object setup is very simple. In normal cases, the new motion output re-uses the same default Listener as the main audio output. In other words, you rarely have to manage Listeners in a single-player setup.

For multiplayer games, you must create one Listener/Game Object for each motion output. This is necessary so that each player has their own mix of haptic feedback, depending on the situation in the game. デバイスに関連付けられたリスナーの初期化を、アウトプットが AK::SoundEngine::AddOutput() で初期化されるのと同時に行う必要があります。特定のリスナーがあれば、サウンドやモーションのルーティングのレイヤが1つ増えます。特定のプレイヤーのListenerに限定して関連付けられているGame Objectに対してEventを再生する場合は、そのプレイヤーをターゲットとすることができます。To establish this association, you can call AK::SoundEngine::SetListeners. You can also associate multiple listeners with the same game object, which has a "broadcast" effect on all listeners. リスナーやゲームオブジェクトの詳細は、 リスナーの統合 を参照してください。

注釈: A sound needs to be routed into the motion bus hierarchy even if the Emitter has a Listener set to a motion output.

The following examples demonstrate how to set up your application to use motion. You can also refer to the Demo Motion example in the Integration Demo (DemoMotion.cpp) included in the SDK samples. 全ての対応プラットフォーム用に、それぞれ動かせるデモを提供しています。

シングルプレイヤーの設定

First, as with any other plug-in, you need to include the corresponding file and link the library (for Wwise native development only, not required for Unity).

#include "AkMotionSinkFactory.h" //Link to AkMotionSink.lib, implements the output to ga

Next, add another output with the Wwise Motion Audio Device ShareSet name from the Wwise project, in this case "Wwise_Motion". The output ID is 0 to ensure that the first connected game controller is used.

AkOutputSettings outputSettings("Wwise_Motion", 0);

Next, play an Event. In the Wwise project, the "Play_Explosion" Event is linked to a Sound SFX that is routed to a bus that has "Wwise_Motion" ShareSet assigned as its Audio Device.

AkGameObjectID explosionGO = 100;
AK::SoundEngine::RegisterGameObj(explosionGO, "Explosion");
AK::SoundEngine::PostEvent("Play_Explosion", explosionGO);

マルチプレイヤーの設定

This section describes how to set up motion for multiple players on the same console, not a networked multiplayer game. In multiplayer scenarios, the mix for motion, or any player-specific output, must be different to represent the player's perspective in the game world. Players therefore need their own Listeners.

int NUM_PLAYERS = 4;
const AkGameObjectID OBJ_FOR_PLAYER[MAX_PLAYERS] = {100 ,200, 300, 400}; // Game Object IDs are arbitrary.
for(int i = 0; i < NUM_PLAYERS; i++)
{
AK::SoundEngine::RegisterGameObj(OBJ_FOR_PLAYER[i]); // Register a GameObject to use as Listener.
AK::SoundEngine::SetListeners(OBJ_FOR_PLAYER[i], &OBJ_FOR_PLAYER[i], 1); // Make the Game Object listen to itself.
}

Add an output for every player. You can use an Audio Device ShareSet multiple times, so you don't have to create multiple Audio Device ShareSets. You must provide a real device ID for every controller. これは、Windowsで、Xboxコントローラのレイです。それぞれのプラットフォームでデバイスIDを取得する方法については、 Game Setup の表を参照してください。

const AkUInt32 DEVICE_SPECIFIC_ID[MAX_PLAYERS] = {0, 1, 2, 3}; // Windowsで、Xboxコントローラの場合は、デバイスIDは単純に0から3までです。ほかのプラットフォームは、要件が異なります。
for(i = 0; i < NUM_PLAYERS; i++)
{
AkOutputSettings settings("Wwise_Motion", DEVICE_SPECIFIC_ID[i]); // "Wwise_Motion" シェアセットを使い、デバイスDEVICE_SPECIFIC_ID[i]を実行します。
res = AK::SoundEngine::AddOutput(settings, &motionOutputIDs[i], &OBJ_FOR_PLAYER[i], 1); // アウトプットを追加して、適切なリスナーをリンクします。
}

Next, play an Event. In the Wwise project, the "Play_GunFire" Event is linked to a Sound SFX that is routed to a bus that has "Wwise_Motion" assigned as its Audio Device ShareSet.

AK::SoundEngine::PostEvent("Play_GunFire", OBJ_FOR_PLAYER[0]); // これが再生されるのは、プレイヤー0のコントローラだけで、それはゲームオブジェクトとリスナーの関係のためです。

To play an Event that affects multiple devices, set up a new Game Object, and ensure that all player-specific Listeners listen to it.

AK::SoundEngine::RegisterGameObj(explosionGO, "Explosion"); // エクスプロージョンを再生するゲームオブジェクトを登録します。
AK::SoundEngine::SetListeners(explosionGO, OBJ_FOR_PLAYER, 4); // このGame Objectにプレイヤー達の4つのリスナーを全て接続して、全員がMotion Effectを受信できるようにします。
AK::SoundEngine::PostEvent("Play_Explosion",explosionGO ); // 4つのリスナーが全てexplosionGOに紐づいているので、Play_Explosion Eventが、全員にブロードキャストされます。

For an example of multiplayer setup, refer to the DemoMotion class in the IntegrationDemo sample.

チェックリストと、トラブルシューティング

For a specific device to receive motion with one device, you must:

  1. Add a Wwise Motion Audio Device ShareSet to your project.
  2. Create a top-level Audio Bus and set its Audio Device to the Wwise Motion Audio Device ShareSet you just added.
  3. Create Sound SFXs and route them to the motion bus hierarchy.
  4. In the game, link to the AkMotionSink library. Include AkMotionSinkFactory.h and link with the AkMotionSink library.
    注釈: UnityとUnrealは、プラグインライブラリを自動的に管理します。This step is unnecessary.
  5. Create a Game Object to call and receive motion Events with AK::SoundEngine::RegisterGameObj.
  6. Call Ak::SoundEngine::AddOutput with the Wwise Motion ShareSet and a device ID. For multiplayer, provide a Listener object for each.
  7. Trigger your Events the same way you do for audio Events.

To add Motion to the Wwise project:

  1. Add a Wwise Motion Audio Device ShareSet to your project.
  2. Create a top-level Audio Bus and set its Audio Device to the Wwise Motion Audio Device ShareSet you just added.
  3. Create Sound SFXs and route them to the motion bus hierarchy.
  4. In the Audio Preferences, locate the busses you want to use motion with and, from the list, set the device of each bus to the motion device of your choice.

プロファイリング

To troubleshoot problems, we recommend that you profile your application. In Wwise Authoring, you can profile your application as described in Profiling. 問題の根源を理解するために、役立つツールがいくつかあります。The Capture Log view lists error codes in red. Graphビューで、サウンドエンジンのパイプラインのイメージ図を確認できます。The motion devices appear at the end of the pipeline. If no motion devices are displayed, the sound engine could not find the device you specified. Finally, the Emitter/Listener tab displays all Emitter-Listener pairs. If the Motion Effect does not work, the Emitter might not be associated with the Listener you specified for your motion device.

Motionエフェクトをトリガーしても実行されない場合は、以下を行います:

  • Check the Capture Log to ensure that there are no registration errors with the plug-in. If there are, confirm that you included the AkMotionSinkFactory.h and linked to the AkMotionSink library.
  • Ensure that the sound engine initialized the device. If it didn't, an error is displayed in the Capture Log when AddOutput is called from the game.
  • Ensure that the Sound SFX you play is routed to a bus that leads to a motion device. Check the Audio Bus property of the Sound SFX, and the Audio Device property of the bus.
  • Voices Graphタブで、どのエミッタがトリガーされたのかを探します。Ensure that there is an associated Listener in the Emitter-Listener tab. The same Game Object can emit and listen. If there is no associated Listener, review your calls to RegisterGameObj, SetListeners, and AddOutput.
  • Ensure that the Listener is associated with the desired output device.
  • Review the results of any API calls you made and check for errors.

For Android devices, add the permission in the application's AndroidManifest.xml file:

<uses-permission android:name="android.permission.VIBRATE"/>
AkUInt64 AkGameObjectID
Game object ID
Definition: AkTypes.h:142
AKSOUNDENGINE_API AKRESULT RegisterGameObj(AkGameObjectID in_gameObjectID)
AkUInt32 AkDeviceID
I/O device ID
Definition: AkTypes.h:160
Platform-independent initialization settings of output devices.
#define AKMOTIONSINK_DYNAMIC_LINK_SCEPAD_FUNCTIONS
AKSOUNDENGINE_API AKRESULT SetListeners(AkGameObjectID in_emitterGameObj, const AkGameObjectID *in_pListenerGameObjs, AkUInt32 in_uNumListeners)
#define AKMOTIONSINK_STATIC_LINK_SCEPAD_FUNCTIONS
AKSOUNDENGINE_API AKRESULT AddOutput(const AkOutputSettings &in_Settings, AkOutputDeviceID *out_pDeviceID=NULL, const AkGameObjectID *in_pListenerIDs=NULL, AkUInt32 in_uNumListeners=0)
#define AKMOTION_SCEPAD_HAPTICS_MODE
uint32_t AkUInt32
Unsigned 32-bit integer
AKSOUNDENGINE_API AkPlayingID PostEvent(AkUniqueID in_eventID, AkGameObjectID in_gameObjectID, AkUInt32 in_uFlags=0, AkCallbackFunc in_pfnCallback=NULL, void *in_pCookie=NULL, AkUInt32 in_cExternals=0, AkExternalSourceInfo *in_pExternalSources=NULL, AkPlayingID in_PlayingID=AK_INVALID_PLAYING_ID)

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