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0 投票
Everything moves in my game - huge walls, entire buildings, even the ground.
So far the only dynamic geometry I've seen being demonstrated are binary 'opened/closed' doors. I worry that Wwise needs to bake static geometry offline.

So my question:
Is it possible to - during runtime - arbitrarily spawn and move big geometries, and perhaps create rooms - on the fly, and have Wwise model occlusion and reverb or their approximations?

If not, then what are the limitations?

I have no prior experience with Wwise and I'm contemplating its usage, so any kind of advice on the subject that may seem obvious is still hugely appreciated!
分类:General Discussion | 用户: Vioxtar (370 分)

1个回答

0 投票
Hey Vioxtar,

Yes, it is certainly possible, however, you may also want to consider other methods of simulating the same behavior, instead of having to use processing on constantly updating the entire geometry.
This video may shed some light on that topic - https://youtu.be/OKYEoGcEiYU?t=4664
用户: Mads Maretty S. (Audiokinetic) (40.2k 分)
Awesome! Thanks for the answer and the referenced video!
Hey Mads,

While I did manage to get geometry components to update correctly during runtime, I encountered limitations with the UE4 integration. Unfortunately, a lot of AK components (e.g rooms and late reverb components, possibly portals too) rely on a parent that derives from AVolume (that derives from brushes), and brushes cannot be created at runtime as they require the unreal editor modules, which ideally should not be included in a published title. AKGeometryComponents work fine because they don't require AVolume parents.

Given that brushes are only used to obtain geometry data which is passed onto Wwise - this limitation imposes arbitrary constraints which actively prevent runtime spawning + updating of most Wwise game objects.
While I can tackle rewriting that part of the UE4 integration, I'd rather first ask: is AudioKinetic aware of this limitation, and are there known workarounds for this issue?

Thanks!
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