社区问答

欢迎来到 Audiokinetic 社区问答论坛。在此,Wwise 和 Strata 用户可互帮互助。如需我们团队直接提供协助,请前往技术支持申请单页面。若要报告问题,请在 Audiokinetic Launcher 中选择“报告错误”选项(注意,问答论坛并不会接收错误报告)。我们内部设有专门的错误报告系统,会有专人查看报告并设法解决问题。

要想尽快得到满意的解答,请在提问时注意以下几点:

  • 描述尽量具体:比如,想达到什么样的目的,或者具体哪里有问题。
  • 包含关键细节:比如,Wwise 和游戏引擎版本以及所用操作系统等等。
  • 阐明所做努力:阐明自己为了排除故障都采取了哪些措施。
  • 聚焦问题本身:聚焦于问题本身的相关技术细节,以便别人可以快速找到解决方案。

0 投票

So I'm trying to create an event in a UE4 project that switches a Wwise state group based on an already created blueprint in the project. This blueprint is working as it should be, but I can't figure out how to have this state group changed in UE4 by a blueprint. 
For more detail, the blueprint switches between 4 different levels based on player action. My Wwise state group has corresponding audio for each level. What I am after doing is having each state switch based on which level the player is at, so the audio smoothly changes during gameplay.

I've got the state group in the engine, working manually (where I just switch the state in the blueprint and press "play") so I know it works, it's just getting this to be changed by the engine is where I'm unable to progress. 

image Wwise State group

image Blueprint in UE4 that posts the event and lets me change state group

 

image An attempted blueprint for changing the states

分类:General Discussion | 用户: Adam R. (100 分)

1个回答

0 投票
Hi!

If you always post the same event after the state change, why not granularisz that event per state change (Heartbeat_LV_1, Heartbeat_LV_2...) an trigger your state changes in the events in Wwise?

Hope it helps!
用户: Nikola Viel (1.6k 分)
...