クラス AkInitializer

すべてのメンバ一覧

Public 変数

string basePath = c_DefaultBasePath
 Path for the soundbanks. This must contain one sub folder per platform, with the same as in the Wwise project.
string language = c_Language
 Language sub-folder.
int defaultPoolSize = c_DefaultPoolSize
 Default Pool size. This contains the meta data for your audio project. Default size is 4 MB, but you should adjust for your needs.
int lowerPoolSize = c_LowerPoolSize
 Lower Pool size. This contains the audio processing buffers and DSP data. Default size is 2 MB, but you should adjust for your needs.
int streamingPoolSize = c_StreamingPoolSize
 Streaming Pool size. This contains the streaming buffers. Default size is 1 MB, but you should adjust for your needs.
int preparePoolSize = c_PreparePoolSize
 Prepare Pool size. This contains the banks loaded using PrepareBank (Banks decoded on load use this). Default size is 0 MB, but you should adjust for your needs.
float memoryCutoffThreshold = c_MemoryCutoffThreshold
 This setting will trigger the killing of sounds when the memory is reaching 95% of capacity. Lowest priority sounds are killed.
bool engineLogging = c_EngineLogging
 Enable Wwise engine logging. Option to turn on/off the logging of the Wwise engine.

説明

This script deals with initialization, and frame updates of the Wwise audio engine. It is marked as DontDestroyOnLoad so it stays active for the life of the game, not only one scene. You can, and probably should, modify this script to change the initialization parameters for the sound engine. A few are already exposed in the property inspector. It must be present on one Game Object at the beginning of the game to initialize the audio properly. It must be executed BEFORE any other MonoBehaviors that use AkSoundEngine.

参照:
  • workingwithsdks_initialization
  • AK::SoundEngine::Init()
  • AK::SoundEngine::Term()
  • AkCallbackManager
Wwise Unity Integrationに対してMon Jan 9 13:37:48 2017に生成されました。  doxygen 1.6.3