커뮤니티 Q&A

Audiokinetic의 커뮤니티 Q&A 포럼에 오신 것을 환영합니다. 이 포럼은 Wwise와 Strata 사용자들이 서로 도움을 주는 곳입니다. Audiokinetic의 직접적인 도움을 얻으려면 지원 티켓 페이지를 사용하세요. 버그를 보고하려면 Audiokinetic 런처에서 Bug Report 옵션을 사용하세요. (Q&A 포럼에 제출된 버그 보고는 거절됩니다. 전용 Bug Report 시스템을 사용하면 보고 내용이 담당자에게 정확히 전달되어 문제 해결 가능성이 크게 높아집니다.)<segment 6493>

빠르고 정확한 답변을 얻으려면 질문을 올릴 때 다음 팁을 참고하세요.

  • 구체적인 내용을 적어주세요: 무엇을 하려는지, 혹은 어떤 특정 문제에 부딪혔는지 설명하세요.
  • 핵심 정보를 포함하세요: Wwise와 게임 엔진 버전, 운영체제 등 관련 정보를 함께 제공하세요.
  • 시도한 방법들을 알려주세요: 문제 해결을 위해 이미 어떤 단계를 시도해봤는지 설명해주세요.
  • 객관적인 사실에 초점을 맞추세요: 문제의 기술적 사실을 중심으로 설명하세요. 문제에 집중할수록 다른 사람들이 더 빠르게 해결책을 찾을 수 있습니다.

0 투표

Hi folks, we're having an issue using Wwise callbacks in order to trigger Unity events. We have some cases where the programmer is receiving the Custom Cues I've added to the music segments successfully, and other cases where they are not receiving them, even though I am adding the custom cues in exactly the same way to the music segments. One example where it's not working is where we want to cut to black on a particular part of the currently playing music track. I've added a Custom Cue to the music segment at the exact moment we want to cut to black, but it's simply not being received. In this case the music segment is being triggered by changing the state on the currently playing Music Switch Container. In the cases where the Custom Cues are working, these music segments are being triggered directly from an event Play action, not by changing state on an already playing Music Switch container.

I've asked the programmer to add some comments here as well, as he's experiencing the issue from a programmer's perspective whereas I'm approaching it from a Wwise authoring perspective.

Programmer: "We are trying to get user cues to trigger the game’s title reveal sequence. I have a test script setup as follows:"

using UnityEngine;

public class MusicSyncTest : MonoBehaviour

{

private uint _songId;

public string SongEvent;

public void StartTest()

{

uint eventFlags = (uint) AkCallbackType.AK_MusicSyncUserCue | (uint) AkCallbackType.AK_EndOfEvent;

Debug.Log($"Starting audio event: {SongEvent}");

_songId = AkSoundEngine.PostEvent(SongEvent, gameObject, eventFlags, (cookie, type, info) =>

{

if (info is AkEventCallbackInfo)

{

OnSongEnd();

}

if (info is AkMusicSyncCallbackInfo syncInfo)

{

OnUserCue(syncInfo.userCueName);

}

}, null);

}

public void StopTest()

{

AkSoundEngine.StopPlayingID(_songId);

}

private void OnUserCue(string cue)

{

Debug.Log($"Cue hit: {cue}");

}

private void OnSongEnd()

{

Debug.Log("Song ended");

}

}

Programmer: "We use this same technique during another section of the game, where characters sing along to the radio and the lines and animations are triggered by user cues setup in Wwise (so we know this technique works)In this case, as soon as the event is started, the OnSongEnd event is triggered almost immediately even though I can still hear the music playing. It's almost like Wwise uses this event to start a new 'internal' event and then reports to Unity that the original event is done. If this is the case, it would be great if I could subscribe to that 'internal' event instead."

I've included some images for reference, both from Wwise and from the Unity console.
https://drive.google.com/file/d/11xUD7qJ9DUiP_Tcx70MrwyIKrJUSF3Ks/view?usp=share_link
https://drive.google.com/file/d/1z0eEd2jwFdGu_yYtFazUmpWwzGveQxzX/view?usp=share_link
https://drive.google.com/file/d/1HmcD8K-49Zlnwyyopbg58yDFfm1bdqX0/view?usp=share_link

I hope somebody out there in the community has some suggestions of why it's working in some cases but not in others.

Thanks in advance!

 

General Discussion Simon P. (240 포인트) 로 부터

Please sign-in or register to answer this question.

...