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>

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0 투표
Hello!

 

This is my first game in which we're using Wwise for audio. We have developed our own wrapper for the API, and it's working great!

I'm new to how the flow works in the Wwise editor, but I like it. It's very powerful.

Now that that's been said, let's get down to brass tacks. I've encountered an issue that I'm having trouble solving; I need to post an event when a sound has finished playing.

I have a radio communication in our game, and when the SFX containing the voice starts to play, I delay it with a second or two in order to play a sound effect for the radio comm, like a static buzz. That works great, however, I need to play a sound when the voice is over, another static buzz.

Wwise should be powerful enough to be able to handle this from inside the editor, right? Or do I have to do this from the C++ side?

 

Thanks in advance, I hope that this question is not a duplicate of another in the forums. I searched for a while but didn't find anything.
General Discussion Linus N. (100 포인트) 로 부터

1 답변

0 투표
Hello

I don't think there is functionality for posting an event when a sound finishes from within the Wwise tool.

One thing you could do is use the event's on finished callback. You'd need to hold on to a handle for the voice event, and subscribe to that events on finished callback. You could then use that callback to post another event.

All that would have to be done in your game engine/API wrapper.

As an alternative, if you just need to play a sound before and after a voice line, you could use a sequence container in Wwise, with the radio statics before and after the voice in the sequence. That way the voice event would trigger Radio On / Voice / Radio Off.
Simon G. (1.0k 포인트) 로 부터
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