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+1 投票
I'm trying to get music to continue playing between levels.

Is there a recommended way of doing this with Wwise and UE4? Currently all AkComponents are destroyed on changing levels. Is there something else I should be using?
分类:General Discussion | 用户: Ben H. (250 分)

2 个回答

0 投票
Hi you need a prog for you problem.

You need to find a way to modify your ak event and turn it to persistent. With this option your music will continue to playback between all your levels.

After that uncheck auto load option in your music snk and call your snk in code.
用户: Jérémy G. (180 分)
0 投票
 
已采纳
In the end the only way we solved this was by creating an Actor that was not owned by the level, so it was not destroyed when we changed maps. We added a listener and emitter onto the actor and set them so they only emitted and listened to each other.

It was a huge pain in the ass.
用户: Ben H. (250 分)
I am glad we're not the only ones struggling with this.

Rather than creating a global actor (which sounds a bit scary!) I just created a standalone ak game object, with itself as a listener, to achieve the same thing.

However, there was one extra bit of logic necessary to get it to work, which took rather a long time to track down, which is that (with our setup, at least) it is necessary for there to be a spatial audio listener active for audio to be audible. During level transitions there is no spatial audio listener in the default UE4 plugin. I got around this by setting my aforementioned standalone ak game object as the spatial audio listener at the point where the regular spatial audio listener is removed/destroyed.

Hopefully this helps out someone else in the same situation :)
How did you get around the UAkGameObject::AllowAudioPlayback() check?
if your standalone ak game object isn't attached to a world, that should stop it from posting any events.
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