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

Hello,

I'm currently working on a 'temple run style' game in which the designer has created multiple environment types which spawn randomly as the player runs. These environments have fire and blue orbs that spawn inside that the player is required to collect. Within Unreal, I have added the Play event to the object's mesh component as shown here. I have then called the event using a Blueprint in the following manner.

On the Wwise side of things, I have my sound file imported into the Wwise project and assigned to an output bus that has the OSP added in the Mixer Plug-in tab after creating an Audio Bus. I have the Positioning settings for the sound source set to 3D and the position source set to Game Desgined. Is there anything that is missing here that may be causing the OSP not to spatialise the sound it's receiving? I have also tried checking the 'Enable Spatilization' option which appears to be native to Wwise. This works but doesn't sound great. 

Any help regarding this will be greatly appreciated. 

Thank You,

Amit.

分类:General Discussion | 用户: Amit B. (180 分)

Please sign-in or register to answer this question.

...