Table of Contents
Wwise Unity Integration Documentation
This component will convert the triangles of the GameObject's geometry into sound reflective surfaces. More...
|static void||AddGeometrySet (AK.Wwise.AcousticTexture acousticTexture, UnityEngine.MeshFilter meshFilter, ulong roomID, bool enableDiffraction, bool enableDiffractionOnBoundaryEdges)|
|Sends the mesh filter's triangles and their acoustic texture to Spatial Audio More...
|static void||RemoveGeometrySet (UnityEngine.MeshFilter meshFilter)|
|Remove the corresponding mesh filter's geometry from Spatial Audio. More...
|AK.Wwise.AcousticTexture||AcousticTexture = new AK.Wwise.AcousticTexture()|
|All triangles of the component's mesh will be applied with this texture. The texture will change the filter parameters of the sound reflected from this component. More...
|bool||EnableDiffraction = false|
|Switch to enable or disable geometric diffraction for this mesh. More...
|bool||EnableDiffractionOnBoundaryEdges = false|
|Switch to enable or disable geometric diffraction on boundary edges for this mesh. Boundary edges are edges that are connected to only one triangle. More...
|AkRoom||AssociatedRoom = null|
|Optional room with which this surface reflector is associated. It is recommended to associate geometry with a particular room if the geometry is fully contained within the room and the room does not share any geometry with any other rooms. Doing so reduces the search space for ray casting performed by reflection and diffraction calculations. More...
This component will convert the triangles of the GameObject's geometry into sound reflective surfaces.
This component requires a Mesh Filter component. The triangles of the mesh will be sent to the Spatial Audio wrapper by calling SpatialAudio::AddGeometrySet(). The triangles will reflect the sound emitted from AkSpatialAudioEmitter components.
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