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Show attenuation and other aspects within custom engine?

0 votes
Hi! I´ve seen videos where people using UE4 can see attenuation radius and other thing "painted" within de UE4 editor. I´m using wwise within a custom engine and I want to do this too. Thing is, I can´t find a way to take properties from a GameObject and paint those values. Is there a way to do this from c++? I mean, "get the attenuation of this object" and stuff like that. Thanks.
asked Jul 22, 2015 in General Discussion by M.Bruno R. (300 points)
I'm trying to find an answer to the same problem sadly!
Hi! Well, after searching a lot, I realized that what UDK does is... complicated in a custom engine. I think you got 2 ways to accomplish something similar:
1. You can use the Remote Connection that Wwise Studio provides. It works fine. It got two problems though: depending on the machine you got and your engine performance, it can go very slow and drop fps to the ground. The other problem is the axis reference. I use Right Handed in my engine (Y is up, X i right and Z point from the screen to your face). And wwise uses a different one. I know there's an option in FMOD to change that, but I didn't find It on wwise.

2. The other option is you render it. You can get, for each Wwise Game Object, the properties. So maybe you can use them to render it within the game. I didn't implement that because I haven't enough time, but could be a nice option.

Good Luck, let me know If you find something
Hey! So yesterday I was going through their header files and found a way to kind of do it. Essentially I have the ability to scale up the attenuation using the SetAttenuationScalingFactor call. So far it seems to work as I wanted it to!

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