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alessandrofama avatar alessandrofama commented on July 19, 2024

If you want to send Sounds to an Aux bus with the API you need to activate the checkbox Use game-defined aux sends for your specific objects in the Actor-Mixer or Interactive Music Hierarchy in Wwise:
image

Then you can call Wwise.set_game_obj_aux_send_values. This calls
AK::SoundEngine::SetGameObjectAuxSendValues
.

Example:

func _ready():
	var aux_send_values:Array
	var aux_send_value:Dictionary
	
	aux_send_value["aux_bus_id"] = AK.AUX_BUSSES.LARGEVERB
	aux_send_value["control_value"] = 12.0
	
	aux_send_values.append(aux_send_value)
	
	Wwise.set_game_obj_aux_send_values($"../AkEvent".get_instance_id(), aux_send_values, aux_send_values.size())

First argument ist the (Wwise) GameObject ID, you can get it by calling get_instance_id on the Godot Object you registered your Wwise GameObject with Wwise.register_game_obj, or in case you are using the AkEvent node, you can call it on the node itself as you can see in the example above.
Second argument is an array containing dictionaries with info about your aux send. The aux_send_value dictionary needs two infos, one - the ID of the aux bus, two - a float value in the range [0.0f:16.0f] that represents the amplification factor applied to the sound going through the aux bus.
Third argument is just the size of the array.

Does that answer your question?

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smksnutmeg avatar smksnutmeg commented on July 19, 2024

Great I'll give it a go! Thanks

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smks avatar smks commented on July 19, 2024

I spoke to the music guys, they said they control the AUX sends, but not sure... does this mean I don't need to do anything code side if they do this already?

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alessandrofama avatar alessandrofama commented on July 19, 2024

If they already control them from Wwise you don't need to do anything code side.

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alessandrofama avatar alessandrofama commented on July 19, 2024

Closing as this seems to be solved.

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