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0 投票
How do you persist sound events across a level change?  I've read some stuff online about adding an AkComponent to the Game Instance - but the GameInstance is not an actor, you cannot attach components to it?

We have a level  that we want to start silent and then ramp up the sound.  The various ambient sounds are kicking in automatically a few frames before we post the audio event to silence the sound in the level's BeginPlay.  We tried doing it in the construction event, but that still did not work.

We're thinking that we need to set the volume to 0 before the level change, so that all the ambient stuff won't be audible from the very start.  How would I do that?
分类:General Discussion | 用户: Bob S. (230 分)

1个回答

+2 投票
 
已采纳

In fact, it's not necessary to use a real AkComponent, but the AkGameObjectID, a uint64 variable.So DUMMY_GAMEOBJ is the solution.Good luck for you!

用户: guoli d. (500 分)
采纳于 用户:Mads Maretty S. (Audiokinetic)
Thanks - can you explain further?  Is this something that needs to be done from C++ or can I do it from blueprint?  Sorry I am new to WWise, just trying to help out our musician.
Use FAkAudioDevice::Get()->PostEvent as usual,but set the AAcotr parameter nullptr,and use string EventName as event parameter, you'l do it!
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