Wwise 版本
- Sample Project
- Wwise SDK
- Wwise Unity 集成
- Wwise Unreal Integration
- Wwise 基础知识
- Wwise 帮助文档
其他文档
- Strata
- ReaWwise
- Audiokinetic Launcher
- Wwise Audio Lab
- Wwise Adventure Game
- GME In-Game Voice Chat
- Meta XR Audio
认证课程
- Wwise Fundamentals (2024.1)
- Wwise Interactive Music (2021.1)
- Wwise Performance Optimization (2023.1)
- Wwise Unity Integration (2023.1)
其他资源
- 网站
- 视频
- 插件
- 音频人脉网
- 问答
- 博客
struct_ak_auto_stm_heuristics-members
Wwise SDK
Wwise SDK 2024.1.8 AkAutoStmHeuristics 成员列表 成员的完整列表,这些成员属于 AkAutoStmHeuristics,包括所有继承而来的类成员 fThroughputAkAutoStmHeuristics priorityAkAutoStmHeuristics uLoopEndAkAutoStmHeuristics uLoopStartAkAutoStmHeuristics uMinNumBuffersAkAutoStmHeuristics
struct_ak_io_heuristics-members
Wwise SDK
Wwise SDK 2024.1.8 AkIoHeuristics 成员列表 成员的完整列表,这些成员属于 AkIoHeuristics,包括所有继承而来的类成员 fDeadlineAkIoHeuristics priorityAkIoHeuristics
Packaging Wwise Assets as Bulk Data
Wwise Unreal Integration
Wwise assets that contain the text "Footstep*" (the asterisk is a wildcard operator), or in other words the various footstep sounds used throughout the Unreal project. Ordering and Priority The Libraries used for cooking Wwise UAssets as BulkData list is ordered. The first library in the list overrides all items below it, the second library overrides the items below it, and so on. You can therefore ...
Room 和 Portal
Wwise Unreal Integration
AkAcousticPortal must be oriented in a way that the rooms to which it connects are positioned on its local Y axis. 为了便于识别,在选中 Portal 时其周围会显示黄色条带。黄线用来分隔前后区域。If the rooms overlap, the room with the highest priority is chosen. When working with rooms and portals in the level editor, be sure to set the viewport to Realtime so that the portal visualisations are updated correctly as you move portals. ...
WwiseProcessing Module
Wwise Unreal Integration
They don’t have the same Unreal thread-local data, stack sizes are different, and priority might be different. Use this option with caution. <Location>Game: The recommended method for user interface tasks, in which the callback must be executed on the Game Thread.
在 Inspector 中使用 AkEnvironment 和 AkEnvironmentPortal
Wwise Unity 集成
SetGameObjectAuxSendValues() 。 AkEnvironment 组件属性 在单个场景中或对于单个 AkGameObj,同一时间最多只能有四个活跃的 AkEnvironment 组件。 AkEnvironment 组件设有以下属性,并可在 Inspector 中访问: Priority:定义环境的优先级。数值越小,优先级越高(0 为最高优先级)。 若游戏对象处在四个以上 Environment 内,则只有具有最高优先级的四个 Environment 处于活跃状态(如未设置 Default 和 Exclude Others 标志)。 Default:默认 Environment 只有作为唯一包含游戏对象的 Environment 时才会处于活跃状态。 若游戏对象处在一个以上默认 Environment 内,则只有具有最高优先级的默认 Environment 处于活跃状态。
AkRoom
Wwise Unity 集成
Calls AK::SpatialAudio::RemoveReverbZone() with this Room's ID."/>. 更多... Public 属性 int priority = 0 AK.Wwise.AuxBus reverbAuxBus = new AK.Wwise.AuxBus() The reverb auxiliary bus. 更多... float reverbLevel = 1 The reverb control value for the send to the reverb aux bus. 更多... float transmissionLoss = 1 Loss value modeling transmission through walls. 更多... AK.Wwise.Event roomToneEvent ...
AkRoomAwareManager
Wwise Unity 集成
Wwise Unity Integration Documentation 所有成员列表 AkRoomAwareManager类 参考 This manager tracks the AkRoomAwareObjects and the AkRooms in which they enter and exit. 更多... 详细描述 This manager tracks the AkRoomAwareObjects and the AkRooms in which they enter and exit. At the end of the frame, the AkRoomAwareObject is set in the highest priority AkRoom in Spatial Audio.
类成员
Wwise Unity 集成
ParseRenameObject() : AkWaapiUtilities ParseSelectedObjects() : AkWaapiUtilities Post() : AK.Wwise.Event PostMIDI() : AK.Wwise.Event priority : AkRoom PublishHandler() : Wamp - q - QueueCommand() : AkWaapiUtilities QueueCommandWithReturnType< T >() : AkWaapiUtilities QueueCommandWithReturnWwiseObjects< T >() : AkWaapiUtilities QueueConsumed : AkWaapiUtilities - r - reflectAuxBus : ...
变量
Wwise Unity 集成
MAX_ROOMS_PER_PORTAL : AkRoomPortal Mesh : AkSurfaceReflector - o - outerRadius : AkRadialEmitter - p - ParentRoom : AkReverbZone priority : AkRoom - q - QueueConsumed : AkWaapiUtilities - r - reflectAuxBus : AkSpatialAudioEmitter reflectionMaxPathLength : AkSpatialAudioEmitter reflectionsAuxBus : AkEarlyReflections reflectionsAuxBusGain : AkSpatialAudioEmitter reflectionsOrder : AkSpatialAudioEmitter ...
Wwise Unity Integration Documentation AkEnvironmentAkEnvironment_CompareByPriority AkEnvironment.AkEnvironment_CompareByPriority 成员列表 成员的完整列表,这些成员属于 AkEnvironment.AkEnvironment_CompareByPriority,包括所有继承而来的类成员
class_ak_room-members
Wwise Unity 集成
Wwise Unity Integration Documentation AkRoom 成员列表 成员的完整列表,这些成员属于 AkRoom,包括所有继承而来的类成员 GetID()AkRoominline priorityAkRoom RemoveReverbZone()AkRoominline reverbAuxBusAkRoom reverbLevelAkRoom roomToneAuxSendAkRoom roomToneEventAkRoom SetReverbZone(AkRoom parentRoom, float transitionRegionWidth)AkRoominline transmissionLossAkRoom
Release Notes - Wwise Unity Integration 2019.2.0.7216.1681
Wwise Unity 集成
Rooms are now automatically the highest priority, active and enabled room that overlaps the front and back positions of an AkRoomPortal. As a result of this, the SpatialAudioTutorial Unity scene's AkRoomPortal Component Baker was removed.
AkEarlyReflections from the Inspector
Wwise Unity 集成
The early reflection auxiliary bus parameter specified on individual sounds takes priority over the value passed here. Reflections Volume Set an early reflections send volume for the current game object. It will be used to control the volume of the early reflections send. The component will call AK:SpatialAudio::SetEarlyReflectionsVolume() with the entered volume value. The value is combined with ...
Using AkRoomAwareObject from the Inspector
Wwise Unity 集成
GameObject's collider overlaps with the AkRoom component's collider, the GameObject is set in the room (if the room has a higher priority than the current room the GameObject is in). Scale the GameObject's collider accordingly. We recommend scaling it to 0. See also Spatial Audio in Unity Rooms and Portals Tutorial
Rooms and Portals Tutorial
Wwise Unity 集成
Make sure that the Room has a lower priority than the other AkRoom components of your scene. E. Portals and Reverb Sound emitted through Portals can also use the reverb from the Room the listener is in. We call this Room Coupling. Open the a room's Auxiliary Bus Property Editor and make sure Use game-defined auxiliary sends is checked in the General Settings tab. This sends the room's reverb to other ...
WwiseFileHandler Module
Wwise Unreal Integration
They don’t have the same Unreal thread-local data, the stack size is different, and the priority might be different. Because of this, many Unreal operations will fail, such as Stats gathering. Filename-Based Location Resolver Most Open operations in the Location Resolver are performed based on a Short ID stored in the various maps. Opening files based on a file pathname is not supported by the Integration.
Release Notes 2021.1.2.7629.2025
Wwise Unreal Integration
Community-Reported Bugs Performance Changes WG-54411 Improved Editor load times. Miscellaneous Changes WG-53918 Changed the priority of the AkEvent property in AkRoomComponent such that it appears closer to the other properties in the Details panel. WG-54267 Increased the Unreal Demo Game Monitor Queue Pool Size. Bug Fixes WG-54115 Fixed: Crash when Spatial Audio components are added to Blueprint ...
As for optimizations, the game is not yet in beta, but audio hasn't been much of a priority because it consumes a relatively small amount of resources compared to physics, scripts and rendering (under 3% of CPU in a stress test scene). Are we likely to see a big performance hit from WWise if we're only using it for music?
_ak_monitor_error_8h_source
Wwise SDK
ErrorCode_TooManyChildren, 277 ErrorCode_BankContainUneditableEffect, 278 ErrorCode_MemoryAllocationFailed, 279 ErrorCode_InvalidFloatPriority, 280 ErrorCode_SoundLoadFailedInsufficientMemory, 281 ErrorCode_NXDeviceRegistrationFailed, 282 ErrorCode_MixPluginOnObjectBus, 283 284 ErrorCode_MissingMusicNodeParent, 285 ErrorCode_HardwareOpusDecoderError ...