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Creating box shape for indoor ambiences?

0 votes
Hello.

Got Wwise and UE4 working together and I am trying to figure out how to switch the attenuation sphere in to a box for non spatialized ambient sounds. As default, spheres are be very dandy if placing a background ambient sound outdoors and for static objects and emitters.

When it comes to indoor environments though, spheres don't do much of a great job when it comes to background ambiences. A BOX would do the job much better, corresponding it to the room size.

I just cant seem to find the settings though. Is this possible, and if so, how do I do it.

Thanks

David Eisler

Arrowhead Gamestudios
asked Sep 16, 2015 in General Discussion by David E. (100 points)

2 Answers

0 votes
Unfortunately, Wwise only supports sphere-shaped attenuations.

A workaround would be to use a trigger volume. Place an AkAmbient inside your room, and insert a trigger volume shaped like your room (AkReverbVolume can be used as a trigger volume if you have a reverb effect for your room). In the OnBeginOverlap event for the trigger volume, use the Start Ambient Sound box, and in the OnEndOverlap, use Stop Ambient Sound. This behaviour should be very close to what you're looking for.
answered Sep 16, 2015 by Benoit S. (Audiokinetic) (16,000 points)
0 votes
Now,we used the occlusion/obstruction for the ambient sound in UE. the work flow is very similar with UE ambient zone.
answered Sep 26, 2015 by HongTao (280 points)
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