Add this script on the GameObject which represents an emitter that uses the Spatial Audio API. 更多...
公有成员 | |
| void | EnteredRoom (AkRoom room) |
| Called when entering a room. | |
| void | ExitedRoom (AkRoom room) |
| Called when exiting a room. | |
| void | SetGameObjectInRoom () |
| Sets the Unity Game Object within the highest priority room. | |
公有属性 | |
| AK.Wwise.AuxBus | reflectAuxBus |
| The Auxiliary Bus with a Reflect plug-in Effect applied. | |
| float | reflectionMaxPathLength = 1000 |
| A heuristic to stop the computation of reflections. Should be no longer (and possibly shorter for less CPU usage) than the maximum attenuation of the sound emitter. | |
| float | reflectionsAuxBusGain = 1 |
| The gain [0, 1] applied to the reflect auxiliary bus. | |
| uint | reflectionsOrder = 1 |
| float | roomReverbAuxBusGain = 1 |
| Send gain (0.f-1.f) that is applied when sending to the aux bus associated with the room that the emitter is in. | |
| uint | diffractionMaxEdges = 0 |
| The maximum number of edges that the sound can diffract around between the emitter and the listener. | |
| uint | diffractionMaxPaths = 0 |
| The maximum number of paths to the listener that the sound can take around obstacles. | |
| uint | diffractionMaxPathLength = 0 |
| The maximum length that a diffracted sound can travel. Should be no longer (and possibly shorter for less CPU usage) than the maximum attenuation of the sound emitter. | |
| bool | drawFirstOrderReflections = false |
| This allows you to visualize first order reflection sound paths. | |
| bool | drawSecondOrderReflections = false |
| This allows you to visualize second order reflection sound paths. | |
| bool | drawHigherOrderReflections = false |
| This allows you to visualize third or higher order reflection sound paths. | |
| bool | drawGeometricDiffraction = false |
| This allows you to visualize geometric diffraction sound paths between an obstructed emitter and the listener. | |
| bool | drawSoundPropagation = false |
| This allows you to visualize sound propagation paths through portals. | |
Add this script on the GameObject which represents an emitter that uses the Spatial Audio API.
1.6.3