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Wwise Unreal Integration Documentation
Blueprint Functions

Several Wwise-specific global functions are exposed to scripting, many of which convert and pass their arguments to their corresponding Wwise API. The following functions are available in the Audiokinetic category.

Add Output

Adds an output to the sound engine. Use this to add controller-attached headphones, controller speakers, motion devices, and so on. For more information, refer to AddOutput.

Cancel Event Callback

Cancels a callback event that was supplied to PostEvent. The Blueprint Event is no longer called after this node is executed.

Get Ak Audio Type User Data

Returns the user data of the specified type from the given asset.

(Deprecated) Get Ak Component

Obtains an AkComponent that is attached to and follows a specified component. Refer to AkComponent Blueprint Functions for more information about the methods available on AkComponent.

Get or Create Ak Component (replaces Get Ak Component)

Obtains an AkComponent that is attached to and follows a specified component. Refer to AkComponent Blueprint Functions for more information about the methods available on AkComponent.

Get Ak Media Asset User Data

Returns the user data of the specified type from the given media asset.

Get Occlusion Scaling Factor

Gets the occlusion scaling factor.

Get RTPC Value

Gets the value of a Game Parameter and, optionally, targets the root component of a specified actor.

Get Speaker Angles

Gets speaker angles of the specified device. For more information, refer to GetSpeakerAngles.

Is Editor

Returns true if the running application is an Editor, and false otherwise.

Is Game

Returns true if a world can be obtained from the WorldContextObject argument and its WorldType is a Game, GamePreview, or Play-In-Editor. Returns false otherwise.

Post Event At Location

Posts a Wwise Event at a specified location. This is a fire-and-forget sound, created on a temporary Wwise Game Object with no corresponding AkComponent.

Post Event At Location Async

Posts a Wwise Event at a specified location. The async version waits until the media is loaded and then posts the event. This is a fire-and-forget sound, created on a temporary Wwise Game Object with no corresponding AkComponent.

Remove Output

Removes one output added through AK::SoundEngine::AddOutput. If a listener was associated with the device, we recommend that you unregister the listener before you call RemoveOutput so that Game Object/Listener routing is properly updated according to your game scenario. For more information, refer to RemoveOutput.

Reset RTPC Value

Resets the value of a Game Parameter to the default value specified in the Wwise project, with either a global scope or a game object scope, and optionally targets the root component of a specified actor. If the actor is left unspecified or is null, a global Game Parameter value is set. If no RTPCValue is provided, the RTPC parameter is used. Otherwise, it is ignored.

Set Bus Config

Forces channel configuration for the specified bus. For more information, refer to SetBusConfig.

Set Multiple Channel Emitter Positions

Sets multiple positions for a single game object, with flexible assignment of input channels.

Parameters:

  • GameObjectAkComponent: The AkComponent of the game object on which to set positions.
  • ChannelMasks: Array of channel masks to apply for each position.
  • Positions: Array of transforms to apply.
  • MultiPositionType: Position type.

Set Multiple Positions

Sets multiple positions for a single game object, which simulates multiple emission sources but only uses the resources of a single voice. You can use this function to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area. Calling SetMultiplePositions() with only one position is the same as calling SetPosition().

Parameters:

  • GameObjectAkComponent: The AkComponent of the game object on which to set positions.
  • Positions: Array of transforms to apply.
  • MultiPositionType is the Position type. For more information on the different position types, refer to MultiPositionType.

Set Multiple Speaker Emitter Positions

Sets multiple positions for a single game object, with flexible assignment of input speakers.

Parameters:

  • GameObjectAkComponent: The AkComponent of the game object on which to set positions.
  • SpeakerMasks: Array of speaker masks to apply for each position.
  • Positions: Array of transforms to apply.
  • MultiPositionType: Position type.

Set Occlusion Scaling Factor

Sets the occlusion scaling factor.

Set Panning Rule

Sets the panning rule of the specified output. You can change it any time after the sound engine is initialized. For more information, refer to SetPanningRule.

Set RTPC Value

Sets the value of a Game Parameter, and optionally targets the root component of a specified actor. If the actor is left unspecified or is null, a global Game Parameter value is set.

Set Speaker Angles

Sets speaker angles of the specified device. For more information, refer to SetSpeakerAngles.

Set State

Sets the active State for a given State Group.

Spawn Ak Component at Location

Creates a new AkComponent at the specified location. By default, the component is automatically destroyed after the Event finishes playing.

Parameters:

  • Auto Post: Controls whether to post the event immediately upon the component's creation. The default value is false.
  • Auto Destroy: Controls whether to destroy the component when the first Event posted on this component is done. The default value is true.

You can use this Blueprint node to set a Switch on a fire-and-forget sound. To do so, disable Auto Post, set a Switch on the spawned Ak Component, and then post the Event, as shown in the following image:

Stop All

Stops all currently playing sounds.

Set Current Audio Culture

Refer to Localizing Audio Assets for more information.

Set Current Audio Culture Async

Refer to Localizing Audio Assets for more information.

Other Blueprint Functions

Other functions are available in sub-categories:


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