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
Hello. I've been studying Wwise for the past week or so and have decided it's a fantastic fit for a game I'm working on. We're fine with having to bake in our vanilla assets and events and use Wwise as intended, but we're trying to reach a market of modders that will not be so keen on working with Wwise projects.

We're thinking that all we need to give them is the ability to just define and play a sound and that's enough, so we're not too worried about modded states, switches, etc. However, looking at the SDK and API, we haven't found any clear-cut answer.

In essence, is it possible to programmatically create events and load and play loose files of audio through them at all? Would we have to autogenerate a sort of Mod.bnk with all this info every startup - is that even possible on a user's machine without Wwise installed?

We're looking into integrating Wwise into a custom C# engine, so we're not working with Unity, Unreal, etc. Thanks for any help.
General Discussion Jim J. (100 포인트) 로 부터

1 답변

0 투표
Take a look at Integrating External Sources chapter in SDK Documentation. You could create several template events with external source in Wwise -  each for different attenuation for example - then user in your editor or script would select event and sound file to be played for that event. You also would have to prepare WEM generation process in your editor since WAV files that user has picked in editor need to be converted into WEM.

Another option is to use Audio Input Source - in general on your code side this behaves like a sink that you have to feed with sound samples at runtime. You could load a Vorbis sound than before playback decompress it to PCM and feed Input Source with those PCM samples.
Łukasz R. (190 포인트) 로 부터
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