コミュニティQ&A

Audiokineticのコミュニティ主導のQ&Aフォーラムへようこそ。ここはWwiseとStrataのユーザのみなさまがお互いに協力し合う場です。弊社チームによる直接のサポートをご希望の場合はサポートチケットページをご利用ください。バグを報告するには、Audiokinetic LauncherのBug Reportオプションをご利用ください。(Q&AフォーラムではBug Reportを受け付けておりませんのでご注意ください。専用のBug Reportシステムをご利用いただくことで、バグの報告が適切な担当部門に届き、修正される可能性が高まります。)

最適な回答を迅速に得られるよう、ご質問を投稿される際は以下のヒントをご参考ください。

  • 具体的に示す:何を達成したいのか、またはどんな問題に直面しているのかを具体的に示してください。
  • 重要な詳細情報を含める:Wwiseとゲームエンジンのバージョンやご利用のOSなど詳細情報を記載してください。
  • 試したことを説明する:すでに試してみたトラブルシューティングの手順を教えてください。
  • 事実に焦点を当てる:問題の技術的な事実を記載してください。問題に焦点を当てることで、ほかのユーザのみなさまが解決策を迅速に見つけやすくなります。

+1 支持
I am looking to have 2d sounds and 3d sounds play for when a player is in first person and when other players hear it in third person.  Unreal 4 has the easy way of doing it with local/remote node in SoundCues.

 

Is there a way in Wwise + UE4 to get back that same sort of functionality?
Jack M. (430 ポイント) General Discussion

回答 2

+1 支持
 
ベストアンサー
I do it with switch containers: just have different audio objects for 1st and 3rd person versions. There are also a few cases where I need a smooth transition from 1st to 3rd person, in which case I used a cross-fading blend container tied to an RTPC which also represents the current POV. The POV RTPC is also interpolated so that when the game code sets the pov, it transitions smoothly.

Perhaps there is a more intuitive and efficient way, I would love to know it!
Richard Goulet (5.8k ポイント)
Jack M. 選択
+1 支持
You can simply attach an RTPC to the 2D/3D parameter in the Positioning tab.  Set the RTPC appropriately on your various game objects and you are good to go.
Mathieu J. (Audiokinetic) (7.1k ポイント)
This certainly is simpler than my method! I have a follow up question to this though: when Wwise takes stereo sound and mixes it to mono for a 3d event (sans spread) is it simply L+R mixdown? The reason I sometimes have dedicated 2d/3d sounds is to avoid any phase cancellation and unwanted artifacts in the mono (3d) variant.

Thanks for your help!
I'd love an answer to this as well.
Yes, by default the 3D mixdown is a simple power-constant L+R mix.  So phase cancellation is definitely an issue if your L and R are somewhat in opposite phase.  However, you can keep your channels separated by using the Focus parameter.  I'll point you to the doc for the explanation of the Focus, it requires diagrams and more space that I have here :)
Thanks, Mathieu!
...