Each version of this integration matches a specific build of Unreal Engine 4. Here is what has changed in the Unreal Engine January 2014 release of the integration (in addition to upgrading to the new Unreal build).
January 2014 - Wwise v2013.2.5
- Added an example of AkAnimNotify in ShooterGame. It is located in the FPP_RifleReload animation.
- UI-131 Fixed: Spatialized sounds are now audible in the Animation Editor: Added a second listener for the Animation Editor window, and routed game objects created in this window to the new listener.
| Warning:
This fix changes the AnimNotify_AkEvent Blueprint. If you have made modifications to it, be sure to keep a backup before merging this integration. |
- UI-134 Fixed: Removed the input flag StopWhenOwnerDestroyed to GetAkComponent. It was unused and could create confusion. Added a SetStopWhenOwnerDestroyed method to the AkComponent.
- UI-136 Fixed: Allow Wwise Authoring to communicate with an Xbox One application.
- UI-137 Fixed: Make sure a temporary game object (created by "Post Event at Location") is subject to AAkReverbVolumes.
- UI-138 Fixed: Prevent the Sound Engine from creating UE errors while running in a commandlet. This is a workaround. Maybe the Sound Engine should not be initialized at all.
- UI-139 Fixed: Removed FMath::Abs on Z projection when setting listener position in SoundEngine (Unreal code has been left untouched). This allows upside down listeners.
- UI-145 Fixed: Fixed an error in the AkComponent::SetRTPCValue method that prevented RTPCs from being properly applied.