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0 投票
Hi everyone!!!

I would like to know if such thing seems possible with Wwise.
I have a sound assign to an object and I need to have that sound affected by an effect depending on the position of the object in space.

For exemple :
The player is hoding an apple. This apple has a sound attach to it. Let's say this is a talking apple : )
When the player is moving the apple, depending of the value of the x rotation axe of the apple, there will be more or less reverb on the voice.

Any idea???
分类:General Discussion | 用户: emmanuelle d. (130 分)

1个回答

0 投票
 
已采纳

Hey Emmanuelle, 

Yes, it's certainly possible. There are many ways to do it, but here's how I'd do it. 

  1. From the game, set an RTPC with the x rotation value.
    If it's a value from 0-360, it might make sense to change the RTPC range to that range as well. 
  2. In Wwise, open the reverb effect's RTPC tab. 
  3. If e.g. RoomVerb, map the Reverb Level to the RTPC. 

Once it's mapped, you could just play/profile the game while simultaneously adjusting the curve to whatever you like. 

Tip: Consider bypassing the effect, if the reverb is at an inaudible level. You can use the same RTPC for bypassing it. Just pick the Audio Bus / Aux Bus > RTPC and bypass it there. 

用户: Mads Maretty S. (Audiokinetic) (40.2k 分)
采纳于 用户:Mads Maretty S. (Audiokinetic)
Great! Thanks
This would also be a great candidate for Wwise's built-in Emitter Cone game parameter
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