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0 投票

I'm attempting to play a single music switch event (post-event) on two different game objects/listeners, each routed to a different audio device (DEF [System] & DMC [System]).

image

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This setup currently works.
The same event (containing the Music Switch) is posted on two different AkComponent. I can correctly hear one instance of the Music Switch on one audio device and another instance on another audio device.

But...
This locks me out of using Auxiliary Bus for other purposes, since overriding any of the childs for a Reverb send for example will require me to add back those 2 bus every time I override. I don't think it's a perfect solution for various reasons, it's also prone to human error and limits the already low amount of auxiliaries available for routing.

Thus, my question : It is possible to ignore the routing of the Output Bus so that the voices are directly sent to the audio device linked to its gameobject/listener. Or even, is it possible to dynamically change the Output Bus routing of an event through C++/... so that I don't have to rely on Auxiliary Busses for this behavior?


(Wwise 2022.1.13 & Unreal Engine 5.4.4)

分类:General Discussion | 用户: ARKADATA / Pierre Daunis (160 分)

1个回答

0 投票
I've managed to find a solution through Game Defined Auxiliaries.

Kind of solved my issue by letting me keep the User-Defined Auxiliaries for other purposes, and making their overriding easier and less prone to mistakes on my part (forgetting to re-add the main sends to my devices every time).

I'm not sure if there are better solutions available
用户: ARKADATA / Pierre Daunis (160 分)
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