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>

빠르고 정확한 답변을 얻으려면 질문을 올릴 때 다음 팁을 참고하세요.

  • 구체적인 내용을 적어주세요: 무엇을 하려는지, 혹은 어떤 특정 문제에 부딪혔는지 설명하세요.
  • 핵심 정보를 포함하세요: Wwise와 게임 엔진 버전, 운영체제 등 관련 정보를 함께 제공하세요.
  • 시도한 방법들을 알려주세요: 문제 해결을 위해 이미 어떤 단계를 시도해봤는지 설명해주세요.
  • 객관적인 사실에 초점을 맞추세요: 문제의 기술적 사실을 중심으로 설명하세요. 문제에 집중할수록 다른 사람들이 더 빠르게 해결책을 찾을 수 있습니다.

+1 투표

My setup:

  • I have a 3D Wwise event (game-defined position) 
  • It's playing from an AkAmbient actor in UE4
  • It's routed in Wwise to an ambisonics 3-3 bus
    • which goes to a binaural bus that uses sce_Audio3d (this bus is also set to Ambi 3-3)
      • and then to the master bus as stereo (Wwise audio output set to Stereo Speakers)

What's wrong:

  • When the listener turns away from the emitter, the sound starts to attenuate once it's in the back 120 degrees (roughly) of the listener.
  • When the sound is directly behind the listener, it is completely silent.
 
Some notes:
  • I've tried this on our HRTF bus and our Non-HRTF bus. The Non-HRTF bus is the same channel configuration as the HRTF bus. The only difference is that it doesn't have the SCE_Audio3d object panner on it. The issue exists on both busses.
  • If I set the sound to bypass the ambisonics bus, going straight to its parent, the issue is gone. Only problem is, we want to use this ambisonics bus as a place to do dynamic compression, so we can't just get rid of it. 
 
Anyone have any ideas?
 
General Discussion Ian S. (2.1k 포인트) 로 부터
Now that GDC is over... anyone have any insight on this?
An update on this:

I tried changing the ambisonics and HRTF busses to 7.1 to see if I was dropping channels when monitoring in stereo. It monitors fine, so I don't think that's the issue.
if you're on 5.1 or 7.1 headset for this check the setup of headphones if they use some kind of software, that can cause trouble
I just came across this same issue. When a sound was panned to the middle of the rears (i.e. x=0, y=-80) on an Ambisonics buss, the sound attenuates to 0.

I found that by changing my Audio setting in Wwise from Stereo Headphone to 5.1 fixed the issue. Is this a bug? My project is being developed for headphone use.
I also have found this issue.
I'm having the same issue with a more harsh effect. The rotation attenuation is too fast, as soon as listener is turned away almost 30 degrees from the emitter,  the opposite ear (stereo) is completely muted. And then the weird thing is that the sound is back in that between +-120 degrees away from the emitter! So it reaches the full volume on both left and right speakers when the emitter is completely in the back of the listener!

1 답변

0 투표
Does the sound object have any cone attenuation on it?
Monty M. (3.1k 포인트) 로 부터
Thanks for the response!

Yes, it does. However the cone attenuation is working as expected, and it doesn't change the unexpected behavior when I disable it.
Another thing to maybe investigate is channel configuration throughout the chain.  It's almost like the back channels are being excluded somewhere along the line.  This would be analogous to playing 7.1 content on a 5.1 speaker system without down-mixing, the back channels would simply be missing.  Just stabbing in the dark here.  Let us know when you figure it out.
That's what I was thinking, but I don't know where that would be happening. Thanks for the help.
...