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Wwise Unreal Integration Documentation
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Some organizations generate and store their SoundBanks on dedicated servers under source control. This approach can be efficient with large projects or teams, in which different contributors work on different aspects of audio. If the SoundBanks are generated automatically on a schedule, for example with the SoundBank generation commandlet (Generating SoundBanks with the GenerateSoundBanks Commandlet), the changes are reconciled and the SoundBanks are available for other developers to use. However, some team members might need to generate SoundBanks locally to experiment or test changes in Unreal. In this case, you can override the project settings to generate and store SoundBanks in custom locations outside of source control.
Before you change anything, it is important to understand how Wwise stores the SoundBank path information, and also how Unreal accesses that information.
Wwise records SoundBank path locations in a ProjectInfo.json metadata file, which is created when you first generate SoundBanks for a project and is located at the Wwise project's Root Output Path. The default Root Output Path is in following directory:
[WwiseProjectName]\GeneratedSoundBanks
SoundBanks, by default, are generated in subdirectories of the same folder, divided by platform:
[WwiseProjectName]\GeneratedSoundBanks\[Platform]
The ProjectInfo.json file itself contains a list of paths to the generated SoundBanks for each platform. In the Unreal Project Settings, the Generated Sound Banks Path actually points to the Root Output Path, which contains the ProjectInfo.json file, and not the paths that contain the actual generated SoundBanks. This is an important thing to remember when you want to override paths, for the following reasons:
Essentially, Unreal requires access to the ProjectInfo.json file to determine where the SoundBanks are. It does not have any direct knowledge of the SoundBank folder paths.
To override the SoundBanks directory:
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