Community Q&A

Welcome to Audiokinetic’s community-driven Q&A forum. This is the place where Wwise and Strata users help each other out. For direct help from our team, please use the Support Tickets page. To report a bug, use the Bug Report option in the Audiokinetic Launcher. (Note that Bug Reports submitted to the Q&A forum will be rejected. Using our dedicated Bug Report system ensures your report is seen by the right people and has the best chance of being fixed.)

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+1 vote
I've found that some objects in Unreal are obstructing audio automatically without having an AK component on them at all. That could be a big time saver for some projects, however I'm finding that small objects are obstructing sounds 100% which just sounds like the source is dropping out. Is there a simple way to turn this feature off, and only have AK components with a transmission loss parameter or similar obs/occ sounds? As I currently have no control over the values. I'd really really like to avoid creating a blueprint for every model in the game to set occlusion refresh interval to zero.

Unreal 5.1.1
Wwise 2022.1.3
in General Discussion by hp57 (110 points)
As an example, I have a chainlink fence which is occluding all audio by 100% by default (completely unrealistic). Being able to set this value per object/material is critical so I would love to know if there is something I'm missing.

1 Answer

+1 vote
Hello hp57,

It sounds like your Ak Ambient component might have the Occlusion Refresh Interval set to a non-zero value.  By default, this value is set to 0.2, which will enable Wwise to leverage the Unreal occlusion system in order to apply filtering on the sound.  You can disable this by settin gthe value to 0.0 on each Ak Ambient to disable it, and Wwise will opt out of this.  

Alternatively, if you want your sound to use Unreal Occlusion, but not for each object in the map (such as your chainlink fence example), you can adjust the Collision properties on your fence asset so that the Ak Ambient objects don't "see" it.

Here's some material about that if you are unfamiliar with the concept: https://www.unrealengine.com/en-US/blog/collision-filtering

Hope that helps!
by Kristian M. (160 points)
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