Questions et réponses de la communauté

Bienvenue sur le forum de questions et réponses d'Audiokinetic, propulsé par la communauté. C'est l'endroit où les utilisateurs de Wwise et Strata s'entraident. Pour obtenir une aide directe de notre équipe, veuillez utiliser la page « Tickets de soutien ». Pour signaler un bug, utilisez l'option Bug Report dans l'Audiokinetic Launcher. (Veuillez noter que les rapports de bug soumis au forum questions-réponses seront rejetés. L'utilisation de notre système de rapport de bug dédié garantit que votre rapport est vu par les bonnes personnes et a les meilleures chances d'être corrigé.)

Pour obtenir rapidement les meilleures réponses, suivez ces conseils lorsque vous posez une question :

  • Soyez précis : qu'essayez-vous de réaliser ou quel est le problème spécifique que vous rencontrez ?
  • Pensez à inclure les détails importants : incluez des détails tels que les versions de Wwise et du moteur de jeu, le système d'exploitation, etc.
  • Expliquez ce que vous avez essayé de faire : indiquez aux autres les mesures que vous avez déjà prises pour essayer de résoudre le problème.
  • Concentrez-vous sur les faits : décrivez les aspects techniques de votre problème. Se concentrer sur le problème aide les autres personnes à trouver rapidement une solution.

+1 vote
Hello

I'm getting a strange issue whereby any sounds that are playing from Wwise in UE4 are increasing in volume by 2 to 3 dB when I activate the debug camera. This is in a 3rd person game in Unreal. Note that I haven't done anything to override the listeners, so currently the UE4 default listener is being used.

1. Hook up a sound to trigger in Wwise from the player character actor in UE4

2. Trigger the sound and observe volume

3. Activate the debug camera and observe volume increase

4. Deactivate the debug camera and observe that the volume increase is maintained even though we're back in the 3rd person camera

I can't figure this out and it's especially frustrating because I can't tell which is the 'true' volume of the audio playback in game.

Has anyone come across this issue and might be able to help?

Thanks!
dans General Discussion par Nick G. (190 points)

1 Réponse

+2 votes
Are you sure there isn't a second listener being activated on the debug camera? If you profile with Wwise (F6, connect to remote platform), you will see a second listener appear in the advanced profiler signal chain when you activate the debug camera if this is in fact the issue. 3-6 db does sound like it could be a second listener being activated. I am less familiar with Unreal, but in Unity the default setting adds a listener to every camera, so perhaps this is the case in Unreal as well? The volume being maintained after you deactivate doesnt quite fit this theory, but have you profiled with Wwise? You should be able to see what's adding that volume boost by looking at the signal chain. If you are using Wwise 2019, the Voice Inspector should help you here as well.
par Beatrix M. (470 points)
Thanks for the tip - you were right! I'll look in to the extra listener being retained as a bug...

Interestingly, by default, the following listeners seem to be active:

Player camera
Transport/Soundcaster (presume this is just Wwise's and is fine)
Unreal Global
Aklistener_gym_empty

I'm not sure if the last two should be active either, as I'd expect we only really want one at the player camera? I'm struggling to find info on best practice for listener setup in Unreal, so if you know it would be a great help.

Thanks again!
Hi Nick,
Did that issue has solved? if yes, how do you do?, because I have the same problem.
Thanks before.
...