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Is it possible to generate SpatialAudio objects at runtime?

+1 vote
I'm working on an UE4 project in which we want to allow players to build structures in the world.

I'm wondering if it's possible for rooms (AkSpatialAudioVolumes) and portals (AKPortalObjects) to be placed and the correct audio propagation calculated at runtime? Or does Wwise/Unreal rely on soundbank regeneration to calculate paths between portals and rooms?

I know that I can place these objects in the UE4 editor, but I need to regenerate the soundbanks before running the game which won't be possible at runtime.

Any help would be much appreciated.

Thanks!
asked Jan 17, 2020 in General Discussion by Nick G. (180 points)
I have this question too - AkAcousticPortals do not show up in the dropdown for SpawnActorOfClass...

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