Community Q&A

Welcome to Audiokinetic’s community-driven Q&A forum. This is the place where Wwise and Strata users help each other out. For direct help from our team, please use the Support Tickets page. To report a bug, use the Bug Report option in the Audiokinetic Launcher. (Note that Bug Reports submitted to the Q&A forum will be rejected. Using our dedicated Bug Report system ensures your report is seen by the right people and has the best chance of being fixed.)

To get the best answers quickly, follow these tips when posting a question:

  • Be Specific: What are you trying to achieve, or what specific issue are you running into?
  • Include Key Details: Include details like your Wwise and game engine versions, operating system, etc.
  • Explain What You've Tried: Let others know what troubleshooting steps you've already taken.
  • Focus on the Facts: Describe the technical facts of your issue. Focusing on the problem helps others find a solution quickly.

+1 vote
I am trying to set up a test for 3D sounds in a forested area to see what the Unity reverb is like and even though the audio emitter is 100% in the maximum reverb zone it doesn't seem to be effecting the sound.
in General Discussion by Dave C. (190 points)

1 Answer

+1 vote

When using Wwise with Unity, you need to use the AkBoxEnvironement component and AkAuxSendAware component together.

AkBoxEnvironement replaces the "reverb zone".  AkAuxSendAware has to be added to the object being affected by the reverb.  And finally, you must define your reverb effect in Wwise, as a Effect Shareset.  You can read about the Aux Send concept in our Wwise doc (F1 in Authoring) and in the Wwise SDK doc for programmers (probably in C:\Program Files\Audiokinetic\Wwise\SDK\Help).  Look for the function SetGameObjectAuxSendValues.  You can also look at the AkBoxEnvironement and AkAuxSendAware script code to understand how it is used.

by Mathieu J. (Audiokinetic) (7.1k points)
...