バージョン

menu_open
警告:あなたのメジャーリリース ( 2022.1.13.8454 ) に該当する最新ドキュメンテーションが表示されています。特定バージョンのドキュメンテーションにアクセスするには、Audiokinetic Launcherでオフラインドキュメンテーションをダウンロードし、Wwise AuthoringのOffline Documentationオプションにチェックを入れてください。
Wwise SDK 2022.1.13

◆ SetGameObjectRadius()

AKSOUNDENGINE_API AKRESULT AK::SpatialAudio::SetGameObjectRadius ( AkGameObjectID  in_gameObjectID,
AkReal32  in_outerRadius,
AkReal32  in_innerRadius 
)

Define an inner and outer radius around each sound position for a specified game object. If the radii are set to 0, the game object is a point source. Non-zero radii create a Radial Emitter. The radii are used in spread and distance calculations that simulates sound emitting from a spherical volume of space. When applying attenuation curves, the distance between the listener and the inner sphere (defined by the sound position and in_innerRadius) is used. The spread for each sound position is calculated as follows:

  • If the listener is outside the outer radius, the spread is defined by the area that the sphere occupies in the listener field of view. Specifically, this angle is calculated as 2.0*asinf( in_outerRadius / distance ), where distance is the distance between the listener and the sound position.
  • When the listener intersects the outer radius (the listener is exactly in_outerRadius units away from the sound position), the spread is exactly 50%.
  • When the listener is between the inner and outer radii, the spread interpolates linearly from 50% to 100% as the listener transitions from the outer radius towards the inner radius.
  • If the listener is inside the inner radius, the spread is 100%.
    注釈: Transmission and diffraction calculations in Spatial Audio always use the center of the sphere (the position(s) passed into AK::SoundEngine::SetPosition or AK::SoundEngine::SetMultiplePositions) for raycasting. To obtain accurate diffraction and transmission calculations for radial sources, where different parts of the volume may take different paths through or around geometry, it is necessary to pass multiple sound positions into AK::SoundEngine::SetMultiplePositions to allow the engine to 'sample' the area at different points.
  • AK::SoundEngine::SetPosition
  • AK::SoundEngine::SetMultiplePositions
引数
in_gameObjectIDGame object ID
in_outerRadiusOuter radius around each sound position, defining 50% spread. Must satisfy in_innerRadius <= in outerRadius.
in_innerRadiusInner radius around each sound position, defining 100% spread and 0 attenuation distance. Must satisfy in_innerRadius <= in outerRadius.

このページはお役に立ちましたか?

サポートは必要ですか?

ご質問や問題、ご不明点はございますか?お気軽にお問い合わせください。

サポートページをご確認ください

あなたのプロジェクトについて教えてください。ご不明な点はありませんか。

プロジェクトを登録していただくことで、ご利用開始のサポートをいたします。

Wwiseからはじめよう