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Unreal Objects

AkAudioEvent

Unreal object representing a Wwise Event. Can be created either by drag-and-drop from the Wwise Picker or by right-clicking in the Unreal Content Browser. Its name should exactly match the name of an Event in the Wwise Project.

  • Properties
    • Required Bank: Specifies the SoundBank that contains this Event along with its structures and media.
  • Unreal Content Browser Context Menu Options
    • Play Event: Posts the Event.
    • Stop Event: Stops all currently playing Events.

AkAuxBus

Unreal object representing a Wwise Auxiliary Bus. Can be created either by drag-and-drop from the Wwise Picker, or by right-clicking in the Unreal Content Browser. Its name should exactly match the name of an Auxiliary Bus in the Wwise Project. This allows to add plug-in media to a SoundBank from within the Unreal Editor.

  • Properties
    • Required Bank: Specifies the SoundBank that contains this Auxiliary Bus along with its associated plug-in media.

AkAudioBank

Unreal object representing a Wwise SoundBank. Can be created by right-clicking in the Unreal Content Browser.

  • Properties
    • Auto Load: When enabled, automatically loads and unloads the SoundBank along with the package referencing it. Note: Enabling this flag does not instantly load the bank in the editor; it is only applied on the next package load.
  • Unreal Content Browser Context Menu Options
    • Generate Selected SoundBank(s)...: Launches a dialog window where a SoundBank Generation operation can be performed on a list of SoundBanks.
    • Load Bank: Loads this SoundBank.
    • Unload Bank: Unloads this SoundBank.
    • Clear Banks: Unloads all currently loaded SoundBanks, including the Init bank.
    • Load Init Bank: Loads the Init Bank. This Bank must be loaded prior to any other SoundBank.
    • Refresh All Banks: Stops all sounds; unloads and then loads all currently loaded SoundBanks.

AkAmbientSound

AkAmbientSound is an AActor class used in the same way as the AAmbientSound object that is supplied with the default Unreal Audio system. Its playback is controlled either via its own object Blueprint functions, or by using the global helper functions Start All Ambient Sounds and Stop All Ambient Sounds.

  • Properties
    • Ak Audio Event: The AkAudioEvent that is posted when the AkAmbientSound object is instructed to start playing.
    • Stop When Owner Is Destroyed: When enabled, the Event is stopped automatically when the AkAmbientSound is destroyed.
    • Attenuation Scaling Factor: If the Ambient Sound uses 3D attenuation in Wwise, this property allows modifying the attenuation computations on this ambient sound to simulate sounds with a larger or smaller area of effect.
  • Blueprint Functions
    • Start All Ambient Sound: Starts the playback of all ambient sounds.
    • Start Ambient Sound: Starts the playback of the selected ambient sound.
    • Stop All Ambient Sound: Stops the playback of all ambient sounds.
    • Stop Ambient Sound: Stops the playback of the selected ambient sound.

AkReverbVolume

AkReverbVolume is an AVolume class is used in a similar way to the AReverbVolume object that is supplied with the default Unreal Audio system. It can be spawned from any Brush in the Editor. The reverb effect is obtained by assigning a Wwise Auxiliary Bus to the volume, and routing all AkComponents entering this volume to the associated Wwise Auxiliary Bus. If there is volume overlap, a Priority property is used to determine which Auxiliary Buses the target AkComponent is routed to. A temporal fade in/out Effect is applied to the level of the Auxiliary Bus when entering/exiting a AkReverbVolume.

  • Properties
    • Aux Bus Name: Name of the Wwise Auxiliary Bus assigned to this volume
    • Send Level: Maximum Send Level associated with the Wwise Auxiliary Bus
    • Fade Rate: Rate at which to fade in/out the SendLevel of the current Reverb Volume when entering/exiting it, in percentage per second (0.2 will make the fade time 5 seconds).
    • Priority: The precedence in which the AkReverbVolumes will be applied. In the case of overlapping volumes, only the ones with the highest priority are chosen (the number of simultaneous AkReverbVolumes is configurable in the Unreal Editor Project Settings under Plugins > Wwise). If two or more overlapping AkReverbVolumes have the same priority, the chosen AkReverbVolume is unpredictable.

AkComponent

AkComponent is derived from USceneComponent and represents an active Wwise event.

  • Properties
    • Stop when Attached to Destroyed: When set to true, playback of the component stops if the owning actor is destroyed.
  • Blueprint Functions
    • Post Ak Event: Starts playback of the specified Event.
    • Post Trigger: Posts a Trigger to the Event associated with the component.
    • Set Occlusion Refresh Interval: Sets the time interval at which the UAkComponent performs occlusion calculations. Set to 0 to turn off occlusion on the component.
    • Set RTPC Value: Sets the value of the RTPC of the Event associated with the component.
    • Set Stop when Owner Destroyed: Sets the StopWhenOwnerDestroyed value on the component.
    • Set Switch: Sets a Switch of the Event associated with the component.
    • Stop: Stops playback of the Event associated with the component.
    • Use Reverb Volumes: Sets whether the component is influenced by AAkReverbVolumes or not.
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