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! 

My programmer and I noticed something with the occlusion intervals in UE4, the occlusion ray still casts even though the sound is off. We were wondering why you did this? Is it because if you turn on occlusion after the sound has started will it hiccup? When there starts to be a lot of sounds in a level these occlusions start adding up. It starts dropping the frame rate by several milliseconds. 

 

 

We were just wondering if there is a way to have the occlusion fire if only the sound is on? Or at least stagger it so there won't be  a chance that all of them fire at once? Or am I doing something wrong?

-Rob

p.s. we were wondering why when you stop a game in editor the game does "stop all API called" It seems to do it for every single sound. Shouldn't it only fire once since it says "stop ALL"?. Or at least tell us which sounds its stopping? 

分类:General Discussion | 用户: Robert M. (4.6k 分)

1个回答

0 投票
There is ongoing work in the integration to better know if an object is playing sound, and we will be able to use that to better optimize occlusion calculations. Stay tuned! :)

As for the Stop All API log message, the stop all call is actually done for each AkComponent in your map, so this is why you see so many logs.
用户: Benoit S. (Audiokinetic) (16.0k 分)
...