버전
menu_open

Generating a Motion Source from an Existing Audio Signal

When you convert an existing audio signal into a motion source, the audio signal is split in two at run-time after both RTPCs and effects have been applied. The split is done so as not to affect the original sound. Since audio has a much larger spectrum than motion, the higher frequencies are filtered out using a low pass filter. The signal is then re-sampled using a much lower sample rate to create the motion source.

Enabling routing to a Motion Bus from an existing sound object

[Note] Designer Note

The LFE channel is ignored when generating motion from an existing audio source.

Since the motion source is generated from an existing audio source, the motion is tied to the audio playback in game. This means that the motion source does not require a separate event to be triggered in game. It also means that the motion source is affected by the same properties, behaviors, game syncs, and so on, as the audio object.

[Note] Designer Note

You can't generate a motion source from an existing audio source on the Wii platform. To generate motion on the Wii, you have to use Motion FX objects and the Motion Generator plug-in.


이 페이지가 도움이 되었나요?

지원이 필요하신가요?

질문이 있으신가요? 문제를 겪고 계신가요? 더 많은 정보가 필요하신가요? 저희에게 문의해주시면 도와드리겠습니다!

지원 페이지를 방문해 주세요

작업하는 프로젝트에 대해 알려주세요. 언제든지 도와드릴 준비가 되어 있습니다.

프로젝트를 등록하세요. 아무런 조건이나 의무 사항 없이 빠른 시작을 도와드리겠습니다.

Wwise를 시작해 보세요