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Wwise Unity Integration Documentation
AkSurfaceReflector クラス

This component converts the provided mesh into Spatial Audio Geometry. [詳解]

MonoBehaviour, IMigratableを継承しています。

公開メンバ関数

void  SetGeometry ()
  Sends the mesh's triangles and their acoustic texture to Spatial Audio [詳解]
 
void  UpdateGeometry ()
  Update the surface reflector's geometry in Spatial Audio. [詳解]
 
void  RemoveGeometry ()
  Remove the surface reflector's geometry from Spatial Audio. [詳解]
 

公開変数類

UnityEngine.Mesh  Mesh
  The mesh to send to Spatial Audio as a Geometry Set. We recommend using a simplified mesh. [詳解]
 
AK.Wwise.AcousticTexture[]  AcousticTextures = new AK.Wwise.AcousticTexture[1]
  The acoustic texture per submesh. The acoustic texture represents the surface of the geometry. An acoustic texture is a set of absorption levels that will filter the sound reflected from the geometry. [詳解]
 
float[]  OcclusionValues = new[] { 1.0f }
  The occlusion value per submesh. The occlusion value is a control value used to adjust sound parameters. Typically, a value of 1.0 represents fully occluded, and a value of 0.0 indicates that sound can be transmitted through the geometry. Default value : 1.0. [詳解]
 
bool  EnableDiffraction = false
  Switch to enable or disable geometric diffraction for this mesh. [詳解]
 
bool  EnableDiffractionOnBoundaryEdges = false
  Switch to enable or disable geometric diffraction on boundary edges for this mesh. Boundary edges are edges that are connected to only one triangle. [詳解]
 
AkRoom  AssociatedRoom = null
  Optional room with which this surface reflector is associated. It is recommended to associate geometry with a particular room if the geometry is fully contained within the room and the room does not share any geometry with any other rooms. Doing so reduces the search space for ray casting performed by reflection and diffraction calculations. [詳解]
 

詳解

This component converts the provided mesh into Spatial Audio Geometry.

This component takes a mesh as a parameter. The triangles of the mesh are sent to Spatial Audio by calling SpatialAudio::AddGeometrySet(). The triangles reflect sounds that have an associated early reflections bus. If diffraction is enabled on this component, spatial audio also finds edges on the provided mesh, which diffract sounds that are diffraction enabled.


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