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Wwise SDK 2022.1.19
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Initialization settings of the spatial audio module. [詳解]
#include <AkSpatialAudio.h>
公開メンバ関数 | |
| AkSpatialAudioInitSettings () | |
公開変数類 | |
| AkUInt32 | uMaxSoundPropagationDepth |
| Maximum number of portals that sound can propagate through; must be less than or equal to AK_MAX_SOUND_PROPAGATION_DEPTH. [詳解] | |
| AkReal32 | fMovementThreshold |
| Amount that an emitter or listener has to move to trigger a recalculation of reflections/diffraction. Larger values can reduce the CPU load at the cost of reduced accuracy. [詳解] | |
| AkUInt32 | uNumberOfPrimaryRays |
| The number of primary rays used in the ray tracing engine. A larger number of rays will increase the chances of finding reflection and diffraction paths, but will result in higher CPU usage. When CPU limit is active (see AkSpatialAudioInitSettings::fCPULimitPercentage), this setting represents the maximum allowed number of primary rays. [詳解] | |
| AkUInt32 | uMaxReflectionOrder |
| Maximum reflection order [1, 4] - the number of 'bounces' in a reflection path. A high reflection order renders more details at the expense of higher CPU usage. [詳解] | |
| AkUInt32 | uMaxDiffractionOrder |
| AkUInt32 | uDiffractionOnReflectionsOrder |
| AkReal32 | fMaxPathLength |
| AkReal32 | fCPULimitPercentage |
| AkUInt32 | uLoadBalancingSpread |
| Spread the computation of paths on uLoadBalancingSpread frames [1..[. When uLoadBalancingSpread is set to 1, no load balancing is done. Values greater than 1 indicate the computation of paths will be spread on this number of frames. [詳解] | |
| bool | bEnableGeometricDiffractionAndTransmission |
| bool | bCalcEmitterVirtualPosition |
| An emitter that is diffracted through a portal or around geometry will have its apparent or virtual position calculated by Wwise Spatial Audio and passed on to the sound engine. [詳解] | |
Initialization settings of the spatial audio module.
AkSpatialAudio.h の 38 行目に定義があります。