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。

0 投票
I'm working with my programmer to determine how the game-defined settings work.  What type of curve is used to blend between wet and dry signals? I would like the game to define this and not have to manually set this up through RTPCs.  As of now, if I simply flag "game-defined" I can still hear 100% dry signal at max distance.  Shouldn't it only be wet at this point?

Thanks!
分类:General Discussion | 用户: Mike (330 分)

1个回答

+1 投票
 
已采纳
Hi Mike, for effects in an aux bus, the dry signal is always ignored. The wet signal is played at whichever level is determined in the aux send level. Game-defined aux-send just means that you do not decide in Wwise which aux send is being used- the game will route to certain aux buses at run-time, usually based on defined envornments within your game level. If you're still hearing 100% of your dry signal at maximum distance, check to see that you have a proper attenuation curve in the position properties. Futhermore- you can determine in the attenuation editor if the aux send level follows the same attenuation as the dry signal, or have its own attenuation curve (this way you can allow the wet signal to remain louder even if the sound is further away).

I hope this helps, Cheers!
用户: Richard Goulet (5.8k 分)
采纳于 用户:Mike
Ah, that makes sense. Thanks for the clarification! :)
...