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 trying to do a sample-accurate transition between two random containers for an automatic weapon.

The first container has short gunshots, and loops infinitely in response to a "Play" event.

A second event "Breaks" the looping container and "Plays" the second container, which has the gunshot tails.

This causes the second container to play back immediately, but I want it to wait for the last gunshot to finish playing after the "Break" event.

I know FMOD has an option to wait for a previous sound to finish before playing a new sound. Does anything like that exist in Wwise?
分类:General Discussion | 用户: Brett A. (220 分)

1个回答

+4 投票
A colleague showed me how this is done and I thought I'd leave the answer in case some one else needs it.

Place both the shot and tail random containers in a sequence container set to Continuous play mode with sample accurate transitions and "Always reset playlist" checked.

Have an event "Play" the sequence to start the gunshots  - this would be the Hold Trigger event.

Have a second event - the Release Trigger event - "Break" the random container that's looping the shots. The sequence container will then do a sample accurate transition to the second container. It's this behavior that I didn't know about - breaking a container in a sequence container.

Hope that helps anyone that comes looking!
用户: Brett A. (220 分)
I've used this techniques many times and came here to see if anyone else had encountered a limitation I just discovered. My infinite loop which starts the sequence was actually two separate infinite loops in a switch container. The break event placed anywhere on the hierarchy - the switch container, the blend containers holding the two looping audio assets, and the looping assets themselves - all killed the event without triggering the next item in the sequence container. I had to approach the switch container's functionality from a new direction and place the infinite loop at a top level inside the sequence container for this technique to function correctly.
Hello everyone.

I was wondering what is the good way to implement the break event into game engines such as unreal 4. Attach it to character's animation or in blueprint/code?
...