public: /** Bank to which this event should be added. */ UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Bank") classUAkAudioBank * RequiredBank;
/** Maximum attenuation radius for this event */ UPROPERTY(BlueprintReadOnly, Category="AkAudioEvent") float MaxAttenuationRadius;
/** Whether this event is infinite (looping) or finite (duration parameters are valid) */ UPROPERTY(BlueprintReadOnly, Category = "AkAudioEvent") bool IsInfinite;
/** * Called after load process is complete. */ voidUAkAudioBank::PostLoad() { Super::PostLoad(); if (AutoLoad && !HasAnyFlags(RF_ClassDefaultObject)) { Load(); } }
/** * Loads an AkBank. * * @return Returns true if the laod was successful, otherwise false */ boolUAkAudioBank::Load() { if (!IsRunningCommandlet()) { FAkAudioDevice * AudioDevice = FAkAudioDevice::Get(); if (AudioDevice) { AkBankID BankID; AKRESULT eResult = AudioDevice->LoadBank(this, AK_DEFAULT_POOL_ID, BankID); return (eResult == AK_Success) ? true : false; } }
txt:也是描述文件,但和 json 和 xml 中的内容相比少了一些(不过基础的 Event ID、EventName、)。
1 2 3 4 5 6 7 8 9 10 11 12
Event ID Name Wwise Object Path Notes 2099597577 PlayRederenceSoundTest \Default Work Unit\PlayRederenceSoundTest 3368745218 VelocityLoop \Default Work Unit\VelocityLoop
Game Parameter ID Name Wwise Object Path Notes 3519441192 Velocity \Default Work Unit\Velocity
Source plug-ins ID Name Type Wwise Object Path Notes 778067245 Wwise Tone Generator Wwise Tone Generator \Actor-Mixer Hierarchy\RTPCDemo\VelocityLoop\Wwise Tone Generator
In Memory Audio ID Name Audio source file Wwise Object Path Notes Data Size 386490851 RederenceSound C:\Users\lipengzha\Desktop\WWise\WwiseDemoGame\UnrealWwiseDemo\.cache\Windows\SFX\Shotgun_Fire_01_A07A4AEB.wem \Actor-Mixer Hierarchy\Default Work Unit\RederenceSound 257120
UAkGameplayStatics中的类似 Post* 传递 Actor 的作用是获取 World,并且在从该 Actor 上获取AkComponent(若没有就创建,并 Attach 到该 Actor 的 RootComponent 上):
/** Posts a Wwise Event at the specified location. This is a fire and forget sound, created on a temporary Wwise Game Object. Replication is also not handled at this point. * @param AkEvent - Wwise Event to post. * @param Location - Location from which to post the Wwise Event. * @param Orientation - Orientation of the event. */ UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category="Audiokinetic", meta=(WorldContext="WorldContextObject", AdvancedDisplay = "3")) static int32 PostEventAtLocation(class UAkAudioEvent* AkEvent, FVector Location, FRotator Orientation, const FString& EventName, UObject* WorldContextObject );
/** Posts a Wwise Event by name at the specified location. This is a fire and forget sound, created on a temporary Wwise Game Object. Replication is also not handled at this point. * @param AkEvent - Wwise Event to post. * @param Location - Location from which to post the Wwise Event. * @param Orientation - Orientation of the event. */ UFUNCTION(BlueprintCallable, BlueprintCosmetic, Category="Audiokinetic", meta=(WorldContext="WorldContextObject", DeprecatedFunction, DeprecationMessage = "Please use the \"Event Name\" field of PostEventAtLocation")) staticvoidPostEventAtLocationByName(const FString& EventName, FVector Location, FRotator Orientation, UObject* WorldContextObject );
/// Type of callback. Used as a bitfield in methods AK::SoundEngine::PostEvent() and AK::SoundEngine::DynamicSequence::Open(). UENUM(BlueprintType, meta = (Bitmask)) enumclassEAkCallbackType : uint8 { EndOfEvent = 0UMETA(ToolTip = "Callback triggered when reaching the end of an event. AkCallbackInfo can be cast to AkEventCallbackInfo."), Marker = 2UMETA(ToolTip = "Callback triggered when encountering a marker during playback. AkCallbackInfo can be cast to AkMarkerCallbackInfo."), Duration = 3UMETA(ToolTip = "Callback triggered when the duration of the sound is known by the sound engine. AkCallbackInfo can be cast to AkDurationCallbackInfo."),
Starvation = 5UMETA(ToolTip = "Callback triggered when playback skips a frame due to stream starvation. AkCallbackInfo can be cast to AkEventCallbackInfo."), MusicPlayStarted = 7UMETA(ToolTip = "Callback triggered when a Play or Seek command has been executed (Seek commands are issued from AK::SoundEngine::SeekOnEvent()). Applies to objects of the Interactive-Music Hierarchy only. AkCallbackInfo can be cast to AkEventCallbackInfo."),
MusicSyncBeat = 8UMETA(ToolTip = "Enable notifications on Music Beat. AkCallbackInfo can be cast to AkMusicSyncCallbackInfo."), MusicSyncBar = 9UMETA(ToolTip = "Enable notifications on Music Bar. AkCallbackInfo can be cast to AkMusicSyncCallbackInfo."), MusicSyncEntry = 10UMETA(ToolTip = "Enable notifications on Music Entry Cue. AkCallbackInfo can be cast to AkMusicSyncCallbackInfo."), MusicSyncExit = 11UMETA(ToolTip = "Enable notifications on Music Exit Cue. AkCallbackInfo can be cast to AkMusicSyncCallbackInfo."), MusicSyncGrid = 12UMETA(ToolTip = "Enable notifications on Music Grid. AkCallbackInfo can be cast to AkMusicSyncCallbackInfo."), MusicSyncUserCue = 13UMETA(ToolTip = "Enable notifications on Music Custom Cue. AkCallbackInfo can be cast to AkMusicSyncCallbackInfo."), MusicSyncPoint = 14UMETA(ToolTip = "Enable notifications on Music switch transition synchronization point. AkCallbackInfo can be cast to AkMusicSyncCallbackInfo."),
MIDIEvent = 16UMETA(ToolTip = "Enable notifications for MIDI events. AkCallbackInfo can be cast to AkMIDIEventCallbackInfo."), };
Commandlet allowing to generate Wwise SoundBanks. Usage: <Editor.exe> <path_to_uproject> -run=GenerateSoundBanks [-platforms=listOfPlatforms] [-banks=listOfBanks] [-wwiseCliPath=pathToWwiseCli] Parameters: - platforms: (Optional) Comma separated list of platforms for which SoundBanks will be generated, as specified in the Wwise project. If not specified, SoundBanks will be generated for all platforms. - banks: (Optional) Comma separated list of SoundBanks to generate. Bank names must correspond to a UAkAudioBank asset in the project. If now specified, all SoundBanks found in project will be generated. - wwiseCliPath: (Optional) Full path to the Wwise command-line application to use to generate the SoundBanks. If not specified, the path found in the Wwise settings will be used. - help: (Optional) Print this help message. This will quit the commandlet immediately. For more information, see https://www.audiokinetic.com/library/edge/?source=UE4&id=using_features_generatecommandlet.html