コミュニティQ&A

Audiokineticのコミュニティ主導のQ&Aフォーラムへようこそ。ここはWwiseとStrataのユーザのみなさまがお互いに協力し合う場です。弊社チームによる直接のサポートをご希望の場合はサポートチケットページをご利用ください。バグを報告するには、Audiokinetic LauncherのBug Reportオプションをご利用ください。(Q&AフォーラムではBug Reportを受け付けておりませんのでご注意ください。専用のBug Reportシステムをご利用いただくことで、バグの報告が適切な担当部門に届き、修正される可能性が高まります。)

最適な回答を迅速に得られるよう、ご質問を投稿される際は以下のヒントをご参考ください。

  • 具体的に示す:何を達成したいのか、またはどんな問題に直面しているのかを具体的に示してください。
  • 重要な詳細情報を含める:Wwiseとゲームエンジンのバージョンやご利用のOSなど詳細情報を記載してください。
  • 試したことを説明する:すでに試してみたトラブルシューティングの手順を教えてください。
  • 事実に焦点を当てる:問題の技術的な事実を記載してください。問題に焦点を当てることで、ほかのユーザのみなさまが解決策を迅速に見つけやすくなります。

0 支持
It seems that no matter what, overlapping AkReverbVolumes will always blend as if they were the same priority. If I create one volume with priority 1, and an overlapping one with priority 5, they will both be blended 50/50 in the overlapping area.  Is anyone else having this problem? Is there a way around this?

This is mainly an issue as  I need to have a large volume enclosing the entire level (for an outdoors reverb profile) and other higher priority ones for indoors which will override the outdoors volume.
Richard Goulet (5.8k ポイント) General Discussion
Richard Goulet タグ変更

回答 1

+1 支持
 
ベストアンサー

This is by design. The Wwise SoundEngine supports up to 4 Game-defined auxiliary sends. What happens is that the integration builds a list of all ReverbVolumes at a position, sorts that list by priority, and then sends the first four to the SoundEngine. In your case, you only have two volumes at the same place, so both get set.

If you wish to change this behavior, look for AK_MAX_AUX_PER_OBJ in the code (there should be two places, and both lines are similar). The original line is:

for( int32 Idx = 0; Idx < CurrentAkReverbVolumes.Num() && Idx < AK_MAX_AUX_PER_OBJ; Idx++ )
 
change it to (for only one volume at a time) :
 
for( int32 Idx = 0; Idx < CurrentAkReverbVolumes.Num() && Idx < 1; Idx++ )
 

 

Benoit S. (Audiokinetic) (16.0k ポイント)
Richard Goulet 選択
Thanks Benoit. That brings up another concern though- if we restrict the reverb volumes to 1 aux channel, will we also be hurting the fade in/out behaviour of going from one volume to another? Thanks.
You're right. The way the code is built at the moment, this could potentially yield weird results with fades. You would need to change the UAkComponent::ApplyAkReverbVolumeList function to "accept" only one new reverb volume when a new one is found, and keep the existing ones that are in the process of fading.
C'est beau, merci! I will see if the programmers can work something out- if not I can always create exterior volumes that specifically cover exterior areas instead of one big one that covers the entire level.
Hi, just wanted to give a follow up on this issue. My programmer ended up cleverly modifying the code to keep the 4 aux buses, AND allow up to 4 to be used simultaneously. The code just checks to see if the reverb volume name contains the the "exterior". If one exists, all others will fade out and the exterior volume overrides. If not, it's business as usual.

Cheers!
...