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+1 投票
I've been having trouble working on a particular use case for the Wwise UE4 integration. I would like to be able to use an ambisonic recording for a stationary user which still reacts to the orientation of the user. I was hoping to enable further support for 360 video in UE4 this way. So far everything I've tried has resulted in either a static ambient sound or a spatialized mono sound when played in the unreal editor. Is it possible to have ambisonics work as sound fields in UE4 or is this not supported?
分类:General Discussion | 用户: Stephen W. (110 分)
The question is actual for me. Any new info?
Well, you could also try using Game-Defined positioning, but in the Attenuation Editor, set the Output Bus Volume to a constant 0dB.

It'll be spatialized, but your distance to the listener won't change the volume.

This can cause issues if you can approach the emitter in game. If you walk through it, your rotation will flip.
Also, it might be that you're just making a silly mistake. (Happens to me all the time.)

If you want, you can send me some screenshots and I can look through them to see if I find any mistakes.

1个回答

+1 投票
Have you set the positioning to User-Defined and unchecked Follow Listener Orientation? It should make it so that the sound field's origin is the listener, but will keep its orientation relative to the world when the listener rotates.
用户: Ian S. (2.1k 分)
I tried this and the result appears to be that the source is locked, but the ambient sound doesn't respond to rotation.
Sorry it's taken a while to get back to you.

I'm not quite sure what you mean when you say the sound doesn't respond to rotation. Could you explain the behavior in a little more detail?
Its no different from the sound being played from a source that isn't spatial, such as a mono track that is locked to the rotation of the player. The sound doesn't change based on the user's location, which is great, but also does not change when the user rotates.
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