Wwise 버전
- Sample Project
- Wwise SDK
- Wwise Unity 통합
- Wwise Unreal 통합
- Wwise 도움말
- Wwise 핵심 개념
기타 문서
- Strata
- ReaWwise
- Audiokinetic Launcher
- Wwise Audio Lab
- Wwise Adventure Game
- GME In-Game Voice Chat
- Meta XR Audio
자격증 과정
- Wwise Fundamentals (2024.1)
- Wwise Interactive Music (2021.1)
- Wwise Performance Optimization (2023.1)
- Wwise Unity Integration (2023.1)
기타 소스
- 웹사이트
- 동영상
- 플러그인
- 제작자 명단
- Q&A
- 블로그
인스펙터에서 AkEnvironment와 AkEnvironmentPortal 사용하기
Wwise Unity 통합
AkEnvironment 구성 요소에는 Inspector에서 접근할 수 있는 다음 속성이 있습니다. Priority: 환경의 우선 순위를 정의합니다. 가장 작은 숫자(0)가 가장 높은 우선순위를 나타냅니다. 게임 오브젝트가 4개 이상의 환경 내에 있는 경우 우선 순위가 가장 높은 4개의 환경만 활성화됩니다 (Default 및 Exclude Others 플래그가 설정되지 않은 경우). Default: 기본 환경은 게임 오브젝트를 포함하는 유일한 환경인 경우에만 활성화됩니다. 게임 오브젝트가 둘 이상의 기본 환경 내에 있는 경우 우선 순위가 가장 높은 오브젝트만 활성화됩니다. Exclude Others: 이 플래그가 있는 환경은 다른 환경과 겹칠 수 없습니다. 게임 오브젝트가 Exclude Others 플래그가 ...
AkRoom
Wwise Unity 통합
Calls AK::SpatialAudio::RemoveReverbZone() with this Room's ID."/>. 더 자세히 ... Public 속성 int priority = 0 AK.Wwise.AuxBus reverbAuxBus = new AK.Wwise.AuxBus() The reverb auxiliary bus. 더 자세히 ... float reverbLevel = 1 The reverb control value for the send to the reverb aux bus. 더 자세히 ... float transmissionLoss = 1 Loss value modeling transmission through walls. 더 자세히 ... AK.Wwise.Event roomToneEve ...
AkRoomAwareManager
Wwise Unity 통합
Wwise Unity Integration Documentation 모든 멤버 목록 AkRoomAwareManager 클래스 참조 This manager tracks the AkRoomAwareObjects and the AkRooms in which they enter and exit. 더 자세히 ... 상세한 설명 This manager tracks the AkRoomAwareObjects and the AkRooms in which they enter and exit. At the end of the frame, the AkRoomAwareObject is set in the highest priority AkRoom in Spatial Audio.
클래스 멤버
Wwise Unity 통합
ParseRenameObject() : AkWaapiUtilities ParseSelectedObjects() : AkWaapiUtilities Post() : AK.Wwise.Event PostMIDI() : AK.Wwise.Event priority : AkRoom PublishHandler() : Wamp - q - QueueCommand() : AkWaapiUtilities QueueCommandWithReturnType< T >() : AkWaapiUtilities QueueCommandWithReturnWwiseObjects< T >() : AkWaapiUtilities QueueConsumed : AkWaapiUtilities - r - reflectAuxBus : ...
변수
Wwise Unity 통합
MAX_ROOMS_PER_PORTAL : AkRoomPortal Mesh : AkSurfaceReflector - o - outerRadius : AkRadialEmitter - p - ParentRoom : AkReverbZone priority : AkRoom - q - QueueConsumed : AkWaapiUtilities - r - reflectAuxBus : AkSpatialAudioEmitter reflectionMaxPathLength : AkSpatialAudioEmitter reflectionsAuxBus : AkEarlyReflections reflectionsAuxBusGain : AkSpatialAudioEmitter reflectionsOrder : AkSpatialAudioEmitter ...
Wwise Unity Integration Documentation AkEnvironmentAkEnvironment_CompareByPriority AkEnvironment.AkEnvironment_CompareByPriority 멤버 목록 다음에 대한 모든 멤버의 목록입니다 : AkEnvironment.AkEnvironment_CompareByPriority (모든 상속된 멤버들도 포함합니다.)
class_ak_room-members
Wwise Unity 통합
Wwise Unity Integration Documentation AkRoom 멤버 목록 다음에 대한 모든 멤버의 목록입니다 : AkRoom (모든 상속된 멤버들도 포함합니다.) GetID()AkRoominline priorityAkRoom RemoveReverbZone()AkRoominline reverbAuxBusAkRoom reverbLevelAkRoom roomToneAuxSendAkRoom roomToneEventAkRoom SetReverbZone(AkRoom parentRoom, float transitionRegionWidth)AkRoominline transmissionLossAkRoom
Packaging Wwise Assets as Bulk Data
Wwise Unreal 통합
Wwise assets that contain the text "Footstep*" (the asterisk is a wildcard operator), or in other words the various footstep sounds used throughout the Unreal project. Ordering and Priority The Libraries used for cooking Wwise UAssets as BulkData list is ordered. The first library in the list overrides all items below it, the second library overrides the items below it, and so on. You can therefore ...
공간(Room)과 포털(Portal)
Wwise Unreal 통합
If the rooms overlap, the room with the highest priority is chosen. When working with rooms and portals in the level editor, be sure to set the viewport to Realtime so that the portal visualisations are updated correctly as you move portals. 셋업 검토하기 씬을 시작하고 시작 위치에 머무르세요. 공간 안에 있는 이미터에서 이벤트를 재생할 때 사운드가 들려야 합니다. Wwise Authoring에 연결하고 Game Object Profiler 레이아웃 (단축키 F12)으로 이동하세요. Game Object 3D Viewer에서 ...
WwiseProcessing Module
Wwise Unreal 통합
They don’t have the same Unreal thread-local data, stack sizes are different, and priority might be different. Use this option with caution. <Location>Game: The recommended method for user interface tasks, in which the callback must be executed on the Game Thread.
_ak_monitor_error_8h_source
Wwise SDK
ErrorCode_TooManyChildren, 277 ErrorCode_BankContainUneditableEffect, 278 ErrorCode_MemoryAllocationFailed, 279 ErrorCode_InvalidFloatPriority, 280 ErrorCode_SoundLoadFailedInsufficientMemory, 281 ErrorCode_NXDeviceRegistrationFailed, 282 ErrorCode_MixPluginOnObjectBus, 283 284 ErrorCode_MissingMusicNodeParent, 285 ErrorCode_HardwareOpusDecoderError ...
클래스
Wwise Unity 통합
See 인스펙터에서 AkEnvironment와 AkEnvironmentPortal 사용하기 CAkEnvironment_CompareByPrioritySorts AkEnvironments based on their priorities CAkEnvironment_CompareBySelectionAlgorithmSorts AkEnvironments based on the selection algorithm. The selection algorithm is as follows: ▼CAkEnvironmentPortalUse this component to define an area that straddles two different AkEnvironment's zones and allow mixing between ...
AkEnvironment
Wwise Unity 통합
Wwise Unity Integration Documentation 클래스 | 모든 멤버 목록 AkEnvironment 클래스 참조 Use this component to define a reverb zone. This needs to be added to a collider object to work properly. See 인스펙터에서 AkEnvironment와 AkEnvironmentPortal 사용하기. 더 자세히 ... MonoBehaviour, AK.Wwise.IMigratable를(을) 상속했습니다. 클래스 class AkEnvironment_CompareByPriority Sorts AkEnvironments based on their priorities. 더 ...
클래스 계통도
Wwise Unity 통합
See 인스펙터에서 AkEnvironment와 AkEnvironmentPortal 사용하기 ▼CAkEnvironment.AkEnvironment_CompareByPrioritySorts AkEnvironments based on their priorities CAkEnvironment.AkEnvironment_CompareBySelectionAlgorithmSorts AkEnvironments based on the selection algorithm. The selection algorithm is as follows: CAkEnvironmentPortalUse this component to define an area that straddles two different AkEnvironment's ...
Audiokinetic Stream Manager 초기화 설정
Wwise SDK
I/O로 발송할 때는, 저장 장치 처리량을 최대화하기 위해 가능한 빠르게 처리해야 합니다. 기본값: 기본 플랫폼별 스레드 속성 (AKPLATFORM::AkGetDefaultThreadProperties()에 의해 반환)으로, AK_THREAD_PRIORITY_ABOVE_NORMAL (AkPlatformFuncs.h에서 정의)과 동일한 우선 순위. 대상 버퍼링 길이 AkDeviceSettings::fTargetAutoStmBufferLength 는 장치의 I/O 스케줄러를 위한 휴리스틱입니다. 이는 자동 스트림에만 적용됩니다. 스트림별 가장 적합한 버퍼링 시간을 밀리세컨드 단위로 지정합니다. Stream Manager는 버퍼링 길이에 도달할 때까지 주어진 스트림에 대해 I/O를 실행합니다. 시간 값은 스트림의 ...
Monitor
Wwise SDK
ErrorCode_TooManyChildren, ErrorCode_BankContainUneditableEffect, ErrorCode_MemoryAllocationFailed, ErrorCode_InvalidFloatPriority, ErrorCode_SoundLoadFailedInsufficientMemory, ErrorCode_NXDeviceRegistrationFailed, ErrorCode_MixPluginOnObjectBus, ErrorCode_MissingMusicNodeParent, ErrorCode_HardwareOpusDecoderError, ErrorCode_SetGeometryTooManyTriangleConnected, ErrorCode_SetGeometryTriangleTooLarge ...
AKPLATFORM
Wwise SDK
AkForceInline void AkMemMove (void *pDest, const void *pSrc, AkUInt32 uSize) AkForceInline void AkMemSet (void *pDest, AkInt32 iVal, AkUInt32 uSize) void AkGetDefaultHighPriorityThreadProperties (AkThreadProperties &out_threadProperties) AkForceInline void AkForceCrash () AkForceInline void * AllocSpan (size_t size, size_t *out_userData) AkForceInline void FreeSpan (void *address, size_t ...
a
Wwise SDK
AKPLATFORM AkDeviceStatusCallbackFunc : AK AkForceCrash() : AKPLATFORM AkGameObjectsList : AK::SoundEngine::Query AkGetDefaultHighPriorityThreadProperties() : AKPLATFORM AkGetDefaultThreadProperties() : AKPLATFORM AkIsValidThread() : AKPLATFORM AkLanguageChangeHandler : AK::StreamMgr AkLimitedSpinForZero() : AKPLATFORM AkLimitedSpinToAcquire() : AKPLATFORM AkMacConvertString() : AKPLATFORM AkMemCpy() ...
e
Wwise SDK
AK::Monitor ErrorCode_InvalidFileSize : AK::Monitor ErrorCode_InvalidFloatInFunction : AK::Monitor ErrorCode_InvalidFloatPriority : AK::Monitor ErrorCode_InvalidGroupID : AK::Monitor ErrorCode_InvalidParameter : AK::Monitor ErrorCode_IODevice : AK::Monitor ErrorCode_IODeviceInitFailed : AK::Monitor ErrorCode_IODeviceStr : AK::Monitor ErrorCode_JobMgrOutOfMemory : AK::Monitor ErrorCode_JobWorkerFuncCallMismatch ...
p
Wwise SDK
AK::Wwise::Plugin PluginInfo : AK::Wwise::Plugin PluginServiceType_AudioObjectAttenuation : AK PluginServiceType_AudioObjectPriority : AK PluginServiceType_HashTable : AK PluginServiceType_Markers : AK PluginServiceType_MAX : AK PluginServiceType_Mixer : AK PluginServiceType_RNG : AK PluginServiceType_TempAlloc : AK PopTimerFunc : AK::Instrument PostCode() : AK::Monitor PostCodeVaList() : AK::Monitor ...