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Wwise Unity Integration Documentation
AkSpatialAudioEmitter Class Reference

Add this script on the GameObject which represents an emitter that uses the Spatial Audio API. More...

Inheritance diagram for AkSpatialAudioEmitter:
AkSpatialAudioBase

Public Member Functions

void  EnteredRoom (AkRoom room)
  Called when entering a room. More...
 
void  ExitedRoom (AkRoom room)
  Called when exiting a room. More...
 
void  SetGameObjectInRoom ()
  Sets the Unity Game Object within the highest priority room. More...
 

Public Attributes

AK.Wwise.AuxBus  reflectAuxBus = new AK.Wwise.AuxBus()
  The Auxiliary Bus with a Reflect plug-in Effect applied. More...
 
float  reflectionMaxPathLength = 1000
  A heuristic to stop the computation of reflections. Should be no longer (and possibly shorter for less CPU usage) than the maximum attenuation of the sound emitter. More...
 
float  reflectionsAuxBusGain = 1
  The gain [0, 1] applied to the reflect auxiliary bus. More...
 
uint  reflectionsOrder = 1
 
float  roomReverbAuxBusGain = 1
  Send gain (0.f-1.f) that is applied when sending to the aux bus associated with the room that the emitter is in. More...
 
uint  diffractionMaxEdges = 0
  The maximum number of edges that the sound can diffract around between the emitter and the listener. More...
 
uint  diffractionMaxPaths = 0
  The maximum number of paths to the listener that the sound can take around obstacles. More...
 
uint  diffractionMaxPathLength = 0
  The maximum length that a diffracted sound can travel. Should be no longer (and possibly shorter for less CPU usage) than the maximum attenuation of the sound emitter. More...
 
bool  drawFirstOrderReflections = false
  This allows you to visualize first order reflection sound paths. More...
 
bool  drawSecondOrderReflections = false
  This allows you to visualize second order reflection sound paths. More...
 
bool  drawHigherOrderReflections = false
  This allows you to visualize third or higher order reflection sound paths. More...
 
bool  drawGeometricDiffraction = false
  This allows you to visualize geometric diffraction sound paths between an obstructed emitter and the listener. More...
 
bool  drawSoundPropagation = false
  This allows you to visualize sound propagation paths through portals. More...
 

Detailed Description

Add this script on the GameObject which represents an emitter that uses the Spatial Audio API.