在 Wwise 2017.1 和它的 Unity 集成中有许多重要的新功能。新功能包含以下几点:
The Wwise sound engine is now initialized while Unity is in Edit mode. This means Wwise Events can be triggered from the editor without entering Play mode. In order to demonstrate this, the inspectors for AkEvent
(and AkAmbient
) have been updated. There are now buttons in the inspector that can be used to play and stop the Events directly from the editor. The Play/Stop button plays and stops individual Events. When multiple objects that have AkEvents are selected, the Play Multiple and Stop Multiple buttons play or stop all currently selected Events. The Stop All button stops all currently playing Events.
Note that in order for the edit mode functionality to work correctly, the corresponding AkBank components should have their Load On: property set to Awake and their Unload On: property set to Never.
The WwiseGlobal game object now has an AkEditorEventPlayer component. This component is editor only, and is used to play WwiseEvents that are associated to AkEvent components in Edit mode. The WwiseGlobal object also now has Rigidbody
, AkGameObj
, and AkAudioListener
components. These are used for interactions between AkEnvironment
, AkGameObj
, and AkRoom
components in Edit mode. 请参阅 对您 Unity 工程作出的变更 。
The Wwise Audio Input Source Plug-in is now accessible via C# scripting. 详情参见 Using the Audio Input Source Plug-in in Unity. 。
MIDI events can now be posted to Wwise via C# scripting. 详情参见 Sending MIDI to Wwise. 。
Automatic SoundBank management has been added. 详情参见 在单平台工程中部署 SoundBanks 和 在多平台工程中部署 SoundBank 。
Added spatial audio API to the Unity integration. See Using Wwise Spatial Audio in Unity for a tutorial.
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