社区问答

欢迎来到 Audiokinetic 社区问答论坛。在此,Wwise 和 Strata 用户可互帮互助。如需我们团队直接提供协助,请前往技术支持申请单页面。若要报告问题,请在 Audiokinetic Launcher 中选择“报告错误”选项(注意,问答论坛并不会接收错误报告)。我们内部设有专门的错误报告系统,会有专人查看报告并设法解决问题。

要想尽快得到满意的解答,请在提问时注意以下几点:

  • 描述尽量具体:比如,想达到什么样的目的,或者具体哪里有问题。
  • 包含关键细节:比如,Wwise 和游戏引擎版本以及所用操作系统等等。
  • 阐明所做努力:阐明自己为了排除故障都采取了哪些措施。
  • 聚焦问题本身:聚焦于问题本身的相关技术细节,以便别人可以快速找到解决方案。

0 投票
I am hitting a bit of a roadblock when it comes to Multiplayer Interactive Music

The scenario

A player or group of players is in combat on one part of the map
A player or group of players is NOT in combat on another part of the map

I want only the players in combat to hear combat music.   

Setting a switch with the LOCAL player does not transition to the Combat music as expected.   It seems only the use of the MUSIC object accomplishes this, which in turn, changes the music Globally for all players, even those not in Combat.   

Any thoughts or designs that have dealt with this in WWise to allow for different pieces of music for multiple players?
问题关闭原因: Need to ask this in a more informed, data provide way.
分类:General Discussion | 用户: Kenneth W. (290 分)
已关闭 用户:Kenneth W.

1个回答

0 投票
 
已采纳

Hello Kenneth,

I’m assuming you’re referring to an online multiplayer scenario? In such cases, Wwise typically runs on each client (i.e., each player’s machine). It’s important to remember that it’s the game’s responsibility to determine which client should receive a specific RTPC, Switch, or State change, and to ensure that this information is sent to the appropriate instance of the Wwise sound engine running on that client. Have you tried connecting Wwise to your game and checking the Profiler or Capture log? This might provide more insight into what’s happening when you set a Switch for a specific Game Object.

See: ProfilingConnecting to a local/remote game systemCapturing data from the sound engine

用户: Alessandro Famà (6.2k 分)
采纳于 用户:Guillaume R. (Audiokinetic)
Thank you for the response.  Indeed.  Via profiler, I see the switch being set from the game engine (via an event).  It is targeting the local player object and not the music object which initially made me think this could be the issue.   Regardless the switch does set correctly but the music does not play.   

I have simplified the path and transitions to a point where I can use soundcaster to mimic the behavior I expect successfully but when operating in the game itself, the switch changes but the music does not transition nor play.   

I still think it could be a problem between the seat and keyboard but I've tried to make it as simple and explicit as possible with no positive results thus far.
...