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0 投票
Not sure if this is possible, looking for the best implementation method - trying to use a room reverb as a state effect (player enters said State, reverb turns up, player exits State, reverb turns off.)  Although I can accomplish this with States, but default, one will hear the reverb on every asset in the project it will effect when in that state, by default.  This is really annoying when editing my project file or when in the game engine manupulating akevents.

 

Is there a way to set an auxiliary bus volume to -inf by default and use a state to turn it's volume up to 0?  Doesn't seem to work for me.
分类:General Discussion | 用户: Matthew G. (130 分)

1个回答

0 投票
Hi Matthew,

I'm not sure about using states for this purpose in Wwise. Mixer states for environment reverbs is the normal practice in Fmod Studio, so maybe that's where you got the idea. In that case, reverb profiles are dependant on player/listener position. Wwise handles this a bit more intuitively. Rroom environments are handled by re-routing the aux sends of a sound object to different buses. When a sound source is within a defined area, one of its aux send channels will be routed to an aux bus defined chosen in the engine. This way, only this particular sound will be affected by the reverb bus, not others.
用户: Richard Goulet (5.8k 分)
Game calls for Aux Buses
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