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Wwise Feature Request - Ability to control reverb aux send in spatial room individually per object

0 votes

Hi there,

Let's say I have such setup:

  • Spatial Room.
  • ObjectA inside room located in one corner of the room with no openings.
  • ObjectB is located in the same room with different acoustic properties and/or much of openings.

I'd like to control send aux level per audio object instead of updating the whole spatial room initialization settings. So normally if the spatial room is updated — then the same reverb amount will be applied on each object located in the room. What I'm trying to achieve: is to have different reverb level for each audio object individually (basically something like SetEarlyReflectionsVolume, but applied of late reverbs instead of early reflections).

I tried to make a call of SetGameObjectAuxSendValues with object's ID and ID of a bus assigned to the spatial room, but that didn't help, as it didn't modify the aux send level from the object to the room's reverb, but instead created a new graph connection directly from object to aux bus running in parallel to the room aux send but not contributing into diffraction / transmission / ERs.

Is something like this possible to have in the future or are there an workarounds now already to implement something like this? 

Best,

Alexey

 

asked Oct 24, 2023 in Feature Requests by Alexey O. (160 points)

1 Answer

0 votes
 
Best answer
If I understand correctly, you can achieve this by changing the Game-Defined Auxiliary Sends Volume. If you'd like to do it from code, just bind an RTPC to the parameter.
answered Nov 8, 2023 by Nathan H. (840 points)
selected Nov 8, 2023 by Mads Maretty S. (Audiokinetic)
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