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2021.1.14.8108
2024.1.4.8780
2023.1.12.8706
2022.1.18.8567
2021.1.14.8108
2019.2.15.7667
2019.1.11.7296
2018.1.11.6987
2017.2.10.6745
2017.1.9.6501
2016.2.6.6153
2015.1.9.5624
2024.1.4.8780
2023.1.12.8706
2022.1.18.8567
2021.1.14.8108
2019.2.15.7667
2019.1.11.7296
2018.1.11.6987
2017.2.10.6745
2017.1.9.6501
2016.2.6.6153
2015.1.9.5624
Wwise Unreal Integration Documentation
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Note: A map with the parameters for all tutorials is available as part of the Unreal Demo Game available from the Audiokinetic Launcher. You can skip this section if you want to follow along with that map. It is called SpatialAudioTutorialMap. |
Follow the steps below (based on the use of Wwise 2019.2 and Unreal 4.24), in order to build your working environment.
For the tutorial, you will need a Sound SFX and an Event to play it.
Make sure to enable Use game-defined auxiliary sends in the General Settings tab.
In the Positioning tab, enable Listener Relative Routing, set 3D Spatialization to Position + Orientation and add an Attenuation with a Max distance of 5000.
Right-click on the Sound SFX within the Actor-Mixer Hierarchy, then select New Event > Play.
Drag the Event created in the previous section from the Waapi Picker to the Content Browser.
Double-click the Event in the Content Browser and create a new SoundBank directly from the SoundBank list.
AkAmbientSound
actors.Repeat the same steps for all the AkAmbientSound items.
In the upper menu, select Build > Generate SoundBanks.... to generate the SoundBanks for Windows.
Connect to Wwise Authoring and open the Profiler layout (shortcut F6).
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