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Acoustic Textures need to be created manually as resources in Godot #2

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alessandrofama opened this issue Aug 4, 2020 · 0 comments

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@alessandrofama
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The process of using Acoustic Textures requires manual setup that could be streamlined in the future.
The reason for the manual setup is that information about Acoustic Textures is not exported in the SoundBanks.

Right now, the workflow to create and use Acoustic Textures is the following:

  1. Create a new AkAcousticTexture resource and fill the values manually in the inspector:

Bildschirmfoto 2020-08-04 um 09 53 47

  1. Drag the created resource to the acoustic_texture field in the AkGeometry node.

Bildschirmfoto 2020-08-04 um 09 55 53

Ideally, I think we would want to get the Acoustic Textures directly from the Wwise Authoring Application. They can be created in the ShareSets tab under the Virtual Acoustics folder. If you have imported the Reflect factory plugin presets, there will be some default one's already available like shown in this screenshot:

The Unity integrations gets the appropriate information from the .wwu file (AkWwiseWWUBuilder.cs). The Unreal integration also seems to parse the .wwu file (WwiseWwuParser.cpp). Not sure if this would be the right approach for us, since requiring to have the Wwise project and Work Units around just for the (optional) Acoustic Textures doesn't seem right to me.

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