Audiokinetic Wwise Knowledge Base

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Search Results for "spread"

There were 5 articles found for your query: 

  1. How do I simulate a sound that is not a point sound source?How do I simulate a sound that is not a point sound source?
    ... a circular area or volumetric sound: First, In the attenuation settings, you can set a curve for spreading sound amongst speakers based on distance. Go in the attenuation view, and select the Spr...
  2. How does Wwise handle multichannel sources with 3D positioning?How does Wwise handle multichannel sources with 3D positioning?
    ...mitters" are laid on a semicircle around the listener. The extent of that semicircle depends on the spread (100% is the whole circle, 0% is a point in front of the listener). This semicircle then is s...
  3. If you have a Mono source wav and try to play it as a positional sound on a game object with a Stereo Spread in the attenuation what does Wwise do?If you have a Mono source wav and try to play it as a positional sound on a game object with a Stereo Spread in the attenuation what does Wwise do?
    It will position your source where you want it, and the spread factor will make it appear more or less wide (equally on each side of its actual position). Again here 100% spread means that your mono e...
  4. Can I use non-spherical sound attenuation with Wwise? (or how to make your grandstands, waterfalls, rivers, etc sound “big”)Can I use non-spherical sound attenuation with Wwise? (or how to make your grandstands, waterfalls, rivers, etc sound “big”)
    ...ng this on your side, you may pass a set of positions to the game object, spread across the surface in "multi-directions" mode. Wwise will use the position that is closest to the listener. Refer to th...
  5. Is there a Divergence setting I can use so 3D positioning is more realistic?Is there a Divergence setting I can use so 3D positioning is more realistic?
    What you are looking for is the Spread curve, which is available in the Attenuation Editor and varies over distance. It can make a sound "big" when the listener is close and "small" (or "point source"...