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Hello Wwise folks!
I noticed a bug in Wwise 2022.1.5 with positioned sfx and Game Defined reverb.

I have set up an AkAmbientSound with 3D birds positioned inside an AKSpatialAudioVolume, which has late reverb activated and points to an Aux in Wwise named 'GameDefined.' I've inserted an outdoor reverb effect onto this GameDefined Aux.

When my character enters the AKSpatialAudioVolume and walks, I can hear their footsteps passing through the GameDefined Reverb as expected, which is working perfectly fine. However, the problem arises when my 3D birds are triggered. They do not seem to be sent to the GameDefined Aux via the volume. I noticed that if you have “hold emitter position and orientation” checked on a 3D sound via the positionning tab, it breaks game defined aux sends

The repro steps would be :

- Setup an AkSpatialAudioVolume and add a reverb to it via an aux bus you created.

- Create a 3d sound with a random container such as birds and setup its positioning with an attenuation with Position + Orientation in Listener routing and make sure 'Hold Emitter Position and Orientation' is ticked in '3D position'

- Send the 3D sounds to the aux bus added to your Spatial Audio volume as game defined. Send a game defined value to the 3D sounds in Wwise.

- Generate your soundbanks and notice in Unreal that the 3d sounds don't have any reverb added to them.

Is there a fix for this or workaround?
in General Discussion by Steven H. (100 points)

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