Community Q&A

Welcome to Audiokinetic’s community-driven Q&A forum. This is the place where Wwise and Strata users help each other out. For direct help from our team, please use the Support Tickets page. To report a bug, use the Bug Report option in the Audiokinetic Launcher. (Note that Bug Reports submitted to the Q&A forum will be rejected. Using our dedicated Bug Report system ensures your report is seen by the right people and has the best chance of being fixed.)

To get the best answers quickly, follow these tips when posting a question:

  • Be Specific: What are you trying to achieve, or what specific issue are you running into?
  • Include Key Details: Include details like your Wwise and game engine versions, operating system, etc.
  • Explain What You've Tried: Let others know what troubleshooting steps you've already taken.
  • Focus on the Facts: Describe the technical facts of your issue. Focusing on the problem helps others find a solution quickly.

+1 vote

This is a question posted on social media and continued here to benefit those not on social media. 

Here's a suggestion for a script that detects what sounds are entering the AkEnvironment's trigger. 


using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CheckTriggerInteractions : MonoBehaviour
{
     private void OnTriggerEnter(Collider other)
     {

          if (other.GetComponent<AkGameObj>() != null) {
               print(other.gameObject.name+" entered "+gameObject.name+"'s trigger.");
          }
     }

     private void OnTriggerExit(Collider other)
     {

          if (other.GetComponent<AkGameObj>() != null)
          {

               print(other.gameObject.name + " exited " + gameObject.name + "'s trigger.");
          }
     }
}


Should be copied and pasted into a new script on the AkEnvironment game object.

in General Discussion by Mads Maretty S. (Audiokinetic) (40.2k points)
edited by Mads Maretty S. (Audiokinetic)

Please sign-in or register to answer this question.

...