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The following sections list and describe the changes to Wwise between version 2017.2 and version 2017.2.1. For earlier versions, please refer to Previous Release Notes. If using the online help, you can also choose a different Wwise version from the list on top of the table of contents column.
AkSpatialAudioInitSettings
to customize this behavior: fDiffractionShadowAttenFactor
and fDiffractionShadowDegrees
. See the for AkSpatialAudioInitSettings
API documentation for more details. If, for any reason, existing sound design is negatively affected by this change, it can be disabled by setting fDiffractionShadowAttenFactor
to 1.0.AkRoomParams
to facilitate this: RoomGameObj_KeepRegistered
and RoomGameObj_AuxSendLevelToSelf
. This is very useful for positioning sounds that are multi-channel ambiance 'beds' because spatial audio does all the positioning for you. Posting an Event on the room game object leverages automatic room game object placement so that when the listener is inside the room the sound comes from all around the listener, and when the listener is outside the room the sound comes from the portal(s). See the API documentation for AkRoomParams
for more information on the new fields.AK::SpatialAudio::SetEmitterObstruction()
was ignored when the emitter was not in the same room as the listener. Now, the maximum of the obstruction value passed from the API and the value calculated by the diffraction system is passed to the sound engine. The game is responsible for differentiating obstruction between the emitter and the portal (where SetEmitterObstruction()
should be used), and occlusion from room boundaries, which is better handled by the spatial audio diffraction system. For example, games that use ray-testing for obstruction may report 100% obstruction when an object is very close to the opening of a portal because the ray between the emitter and the listener hits a nearby wall. If the game then sends 100%, this will erroneously override the diffraction angle calculation, which is probably much less than 180 degrees and better matches the expected audibility of the sound. To prevent this scenario, games can ray-test for obstruction objects between the emitter and the portal, passing the results with SetEmitterObstruction()
, and then test for obstructing objects between the portal and the listener, passing the results with SetPortalObstruction()
.AK::SpatialAudio::SetEmitterAuxSendValues
has no effect if the emitter is unregistered in the same frame.ResetRTPCValue()
fails when immediately preceded by SetRTPCValue()
on an interpolated game parameter.Ak::SoundEngine::SetBusDevice()
doesn't work.SetSpeakerAngle()
returns "Device not found" for main device.
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