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
Hi everyone, I’m working on a music game in Unity + Wwise, where I have many short sample-like sounds that can appear in two different contexts:

UI Preview: when the player selects or crafts a sound in the UI (SoundCooking / Glossary). These should be routed to a UI Bus (2D, no reverb, dry and upfront).

World Context: when the same sounds are played back later through speakers in the game world, they should go through the World Bus (with reverb, attenuation, and other effects).

 

My current setup I created a Switch Group “PlaybackContext” with values UI and World. Each sound is wrapped in a Switch Container, with two children:

UI child → same WAV, routed to UI Bus, 2D, no attenuation.

World child → same WAV, routed to World Bus, 3D with attenuation + reverb sends.

 

In Unity I set the Switch via AkSoundEngine.SetSwitch("PlaybackContext", "UI", go); before posting the Event.

 

So effectively I’m duplicating the same sound reference under two different children, and using the switch to decide the routing. It works fine, but I wonder if this is really the most elegant/maintainable approach as i work with a lot of assets.
分类:General Discussion | 用户: Lucien M. (100 分)

Please sign-in or register to answer this question.

...