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2022.1.18.8567
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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info | Note: A map with the parameters for all tutorials is available as part of the Unreal Demo Game downloadable from the Audiokinetic Launcher. It is called SpatialAudioTutorialMap. If you want to follow along with that map, you can skip the following sections. |
Follow the steps below 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:
Right-click on the Sound SFX within the Actor-Mixer Hierarchy, then select New Event > Play.
In the Soundbanks tab, make sure Enable Auto-Defined SoudBanks is enabled.
Drag the Event created in the previous section from the Wwise Browser to the Content Browser.
AkAmbientSound
actors.For all AkAmbientSound
actors, make sure to set Occlusion Refresh Interval to 0.
Here's an image of the Spatial Audio Tutorial Map.
Repeat the same steps for all the AkAmbientSound items.
Connect to Wwise Authoring and open the Profiler layout (shortcut F6).
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