커뮤니티 Q&A

Audiokinetic의 커뮤니티 Q&A 포럼에 오신 것을 환영합니다. 이 포럼은 Wwise와 Strata 사용자들이 서로 도움을 주는 곳입니다. Audiokinetic의 직접적인 도움을 얻으려면 지원 티켓 페이지를 사용하세요. 버그를 보고하려면 Audiokinetic 런처에서 Bug Report 옵션을 사용하세요. (Q&A 포럼에 제출된 버그 보고는 거절됩니다. 전용 Bug Report 시스템을 사용하면 보고 내용이 담당자에게 정확히 전달되어 문제 해결 가능성이 크게 높아집니다.)<segment 6493>

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0 투표
Hi again!

 

...Sorry I am a neusance

I am trying to understand the Reverb Demo. How does UE4 send out the signal to trigger to Wwise? I am trying to get a player's walk go through the reverb sound effect when they walk through an area. I tried to set it up to where when they walk through a box trigger it would enable the "usereverbvolumes" node. It is not working (granted I am NOT  a programmer very sorry ). The node is set up to call upon the Echo_walk auxbus I set up. I think the bus is triggering but how does the bus now know to trigger the walking SFX?

I looked in lesson 7 of the wwise 101 classes; I know that I can just set the auxilary bus to none and check "use game defined aux sends". Yet it doesen't show you how to set it up to route the auxbus to the SFX when the bus is triggered (guessing that is on the programming side). I figured I can always just combine it with the switch demo, but that would have me end up with alot of different play events.

 

Thanks for the help in advance I will be very patient this time I promise XD.

http://i.imgur.com/JdmM6Lh.jpg
General Discussion Robert M. (4.6k 포인트) 로 부터

1 답변

0 투표
We actually created a custom volume for reverbs. Just like Unreal's ReverbVolume, we created an AkReverbVolume. For more information, you can refer to the integration's documentation, in section Wwise Unreal Integration » Using the Integration » Features .
Benoit S. (Audiokinetic) (16.0k 포인트) 로 부터
I am routing it through like the integration suggests. My question is, is does the object have to be in the level for it to get affected by Reverb? I have the reverb volume object in the level. When I put an akevent attached to geometry in the volume it works fine. Also in the demo the matinee is with in the level.

Yet when I try and do a sound that is generated by the player and rtpc (like footsteps) it won't trigger. And I have tried routing it through in blue prints as shown above. The node in there is the node in the audiokinetic tab. Also yes I tried routing the "postevent" into the reverb effect, and vice versa.
RTPC and aux buses in UE4
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