커뮤니티 Q&A

Audiokinetic의 커뮤니티 Q&A 포럼에 오신 것을 환영합니다. 이 포럼은 Wwise와 Strata 사용자들이 서로 도움을 주는 곳입니다. Audiokinetic의 직접적인 도움을 얻으려면 지원 티켓 페이지를 사용하세요. 버그를 보고하려면 Audiokinetic 런처에서 Bug Report 옵션을 사용하세요. (Q&A 포럼에 제출된 버그 보고는 거절됩니다. 전용 Bug Report 시스템을 사용하면 보고 내용이 담당자에게 정확히 전달되어 문제 해결 가능성이 크게 높아집니다.)<segment 6493>

빠르고 정확한 답변을 얻으려면 질문을 올릴 때 다음 팁을 참고하세요.

  • 구체적인 내용을 적어주세요: 무엇을 하려는지, 혹은 어떤 특정 문제에 부딪혔는지 설명하세요.
  • 핵심 정보를 포함하세요: Wwise와 게임 엔진 버전, 운영체제 등 관련 정보를 함께 제공하세요.
  • 시도한 방법들을 알려주세요: 문제 해결을 위해 이미 어떤 단계를 시도해봤는지 설명해주세요.
  • 객관적인 사실에 초점을 맞추세요: 문제의 기술적 사실을 중심으로 설명하세요. 문제에 집중할수록 다른 사람들이 더 빠르게 해결책을 찾을 수 있습니다.

0 투표
I have a simple scene (well the scene isn't simple, but ambient sounds on it are) containing 3 ambient sounds. Each of those is random container containing a looped sound. Each of those containers use the same attenuation set controlling volume and spread. Their range is set in away preventing those attenuation spheres not to overlap. When a listener moves between them, their volume gradually increase and panning changes. With the exception of one of those sound sources which is heard no matter where the listener is - the sound is heard everywhere whereas other sources are only audible if the listener enters their attenuation spheres.

Why one of those sounds behave differently when all sounds use the same settings for the attenuation? Do ambient sound sources require any other components beside Ak Ambient and Ak Game Obj? Does Unity integration allow to track objects in Game Object 3D viewer?

Update: I did some further investigation and it seems that one sound object that is affected doesn't update positioning when the listener's position change (two other objects on the scene work correctly). I can pause the game and move the offending sound object on the scene and notice attenuation and positioning changes. But when I move the listener, the sound stays the same.
General Discussion Maciej M. (510 포인트) 로 부터
수정 Maciej M. 로 부터

1 답변

0 투표
 
우수 답변
Good catch, there's a bug in 2015.1 with listener management in Unity.  We'll be fixing it in 2015.1.2, releasing in the coming weeks.
Mathieu J. (Audiokinetic) (7.1k 포인트) 로 부터
선택됨 Maciej M. 로 부터
Is this fixed in 2015.1.2? I don't see anything related in the changelog. Also, now my remaining positioned sounds don't play correctly after update, but I also did some significant changes in the scene so I may also responsible for the problems.
This should be fixed in 2015.1.2, as stated in the Unity integration release notes (here: https://www.audiokinetic.com/library/2015.1.2_5457/?source=Unity&id=pg__releasenotes.html ).

The migration to 2015.1.2 has a step to set the listener of AkGameObj components to L0. If you are still encountering problems, make sure to properly set the Listener of your AkGameObj components in their inspector.
Okay, I got everything running but the problem has not been fixed. I have 3 localized sound sources in the scene, all using the same attenuation settings. Two of those work properly - they are heard only when the listener is withing their max distance. One is heard everywhere and is not reacting to the listener's movement.

I used Game Object Profiler and added watches for those 3 objects and listener to verify that what I see in the game matches what Wwise sees. The one of the objects only update it's position related stuff if I move the object - it remains oblivious to the listener's position changes.
When connected to your game, go to the "Listeners" tab in the Advanced Profiler window (under the Profiler layout). Find the GameObject causing you trouble. Are other listeners than L0 checked for this game object? If this is the case, you need to find the associated GameObject in Unity. In the inspector window, look for the AkGameObj component. Under the "Listeners" dropdown, make sure only "L0" is checked.
You were right, the troubling object had Everything as the listener. But I've encountered another problem - my Listener component get removed when the game is run and everythin starts to work incorrectly. If I save the level with listener removed I get that situation permanent.

Does any code manipulate listeners? I remember some option to automatically add listener to the camera but I can't find it now. Anyway, this is ultra annoying as my listener isn't attached to the camera and I don't want it to be removed.
...