Table of Contents
Wwise Unity Integration Documentation
Use this component to define a reverb zone. This needs to be added to a collider object to work properly. See unity_use_AkEnvironment_AknEvironmentPortal. More...
Inherits MonoBehaviour, and IMigratable.
|Sorts AkEnvironments based on their priorities. More...
|Sorts AkEnvironments based on the selection algorithm. The selection algorithm is as follows:
Use this component to define a reverb zone. This needs to be added to a collider object to work properly. See unity_use_AkEnvironment_AknEvironmentPortal.
This component can be attached to any collider. You can specify a roll-off to fade-in/out of the reverb.
The reverb parameters will be defined in the Wwise project, by the sound designer. All AkGameObj that are "environment"-aware will receive a send value when entering the attached collider.
- See also
- Using AkEnvironment and AkEnvironmentPortal from the Inspector (Reverb Zones)
- Integrating Environments and Game-defined Auxiliary Sends (Note: This is described in the Wwise SDK documentation.)
- AK::SoundEngine::SetGameObjectAuxSendValues (Note: This is described in the Wwise SDK documentation.)
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