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。

+1 投票
Hello,
We use a blend container for triggering footsteps sounds.
There are 3 different speeds crouch, walk, sprint
Crossfade between the assets is controlled by "object_speed" RTPC.
During the crossfade for example from sprint to walk Wwise interrupts sprint footstep instantly and play the walk footstep.
Is it possible to make it play old (sprint) footstep till the end?

Thank you,
Andrey
分类:General Discussion | 用户: Andrew N. (220 分)
I would also like to know this, I am trying to achieve a similar effect with transient events (similar to explosions) with 3 distance levels. If a player is just outside the bounds of my crossfade, and moves across it, the sound is completely cut off. Would love it if all the sounds in my blend tracks played at once, but it crossfaded through each, so theoretically if I'm close to the emitter in-game, and move away quickly, I would hear the start of the closest version of the sound, and the tail of the more distant version.
Hello,
in our case we decided to use switch containers instead of blend containers. RTPC value controls switch states.
This solved our issue, in your case I would try to create separate blend tracks for each "explosion perspective layer" and control crossfades between them with the volume envelope.

Please sign-in or register to answer this question.

...