Version
menu_open

What's New?

Each version of this integration matches a specific build of Unreal Engine 4. Here is what has changed in each release of the integration (in addition to upgrading to the new Unreal build).

Note: This integration does not support experimental Unreal Engine 4 features.

Migration Notes
Known Issues

Unreal Engine 4.15/4.16/4.17/4.18 - Wwise 2016.2.6.6153.513

  • Added support for Unreal 4.18
  • WG-33970 Fixed: Crash on Mac when running game with PAK files.
  • WG-34907 Fixed: Performance improvement in FAkAudioDevice::Get().

Unreal Engine 4.15/4.16/4.17 - Wwise 2016.2.5.6121.484

  • Removed support for UE 4.12, 4.13 and 4.14
  • Added support for UE 4.17
  • Since Unreal 4.17, the Unreal audio system needs to be disabled on the Xbox One and Switch platforms. Please refer to Frequently Asked Questions for more information.
  • WG-34388 Fixed: Crash in Editor when resetting RTPC sequence name to default in Level Sequencer.

Unreal Engine 4.12/4.13/4.14/4.15/4.16 - Wwise 2016.2.5.6121.471

  • WG-32388 Fixed: Max Attenuation does not update Events that call Switches.
  • WG-32554 Fixed: Crash with AkComponent::UpdateGameObjectPosition when cooking Unreal project.

Unreal Engine 4.12/4.13/4.14/4.15/4.16 - Wwise 2016.2.4.6098.451

  • Added support for Unreal Engine 4.16
  • WG-31942 Fixed: Added support for Wwise file packages.
  • WG-33251 Fixed: Added missing include files when building non-Unity builds.

Unreal Engine 4.12/4.13/4.14/4.15 - Wwise 2016.2.3.6077.435

  • WG-32914 Fixed: Avoid potential deadlocks and crashes in the AK Unreal IO code in a packaged game.

Unreal Engine 4.12/4.13/4.14/4.15 - Wwise 2016.2.3.6077.422

  • WG-30020 Fixed: Allow possibility to dismiss the warning about missing Wwise project on editor startup.
  • WG-30695 Added support for the Switch platform.
  • WG-31076 Fixed: Marked all of the Wwise Blueprint nodes as BlueprintCosmetic to avoid running them on a dedicated server.
  • WG-31455 Added AkComponentCallbackManager. This allows better handling of required callbacks for an AkComponent, reducing concurrency risks.
  • WG-32046 Fixed: Add possibility to automatically start an AkAmbientSound on BeginPlay
  • WG-32490 Fixed: Deprecated level sequencer code
  • WG-32763 Fixed: Discontinued use of monolithic engine header files, like "Engine.h".
  • WG-32768 Fixed: Crash when loading large banks using EDL.
  • WG-32799 Fixed: Increased number of concurrent IO transfers in editor to speed up SoundBank loading.

Unreal Engine 4.12/4.13/4.14/4.15 - Wwise 2016.2.2.6022.371

  • WG-32464 Allow opening an existing project in UE4.15 on the Mac platform.

Unreal Engine 4.12/4.13/4.14/4.15 - Wwise 2016.2.2.6022.359

  • WG-31087 Added Level Sequence support.
  • WG-31687 Added Event Driven Loader support.
  • WG-31816 Added migration of Matinee tracks to Sequencer tracks.
  • WG-31924 Fixed: Editor crash when trying to post an Event on an AkComponent that is being auto-destroyed.
  • WG-32259 Fixed: Made AkComponent a Blueprintable component. Blueprint components can now use AkComponent as a base class.

Unreal Engine 4.12/4.13/4.14 - Wwise 2016.2.1.5995.317

  • WG-31588 Fixed: Make sure no sound is played on a dying actor.
  • WG-31590 Improved low-memory conditions related to callbacks.
  • WG-31860 Fixed: Remove warnings found by clang static code analysis.
  • WG-31876 Fixed: Allow relative paths for the Wwise install path.
  • WG-31888 Fixed: Potential crash on exit due to accessing deleted FString.

Unreal Engine 4.12/4.13/4.14 - Wwise 2016.2.0.5972.301

  • WG-31589 Fixed: Do not destroy a spawned component that is not set to auto-destroy and is failing to post an event.
  • WG-31678 Fixed: Streaming files can now be opened correctly.
  • WG-31771 Fixed: Avoid a crash when adding an AnimNotify_AkEvent to a playing animation.

Unreal Engine 4.12/4.13 - Wwise 2016.2.0.5972.274

  • WG-29980 Language-specific folders are now parsed to retrieve max attenuation values for Events.
  • WG-30448 Improved logging of AkComponent when attempting to post an invalid AkEvent.
  • WG-30491 Fixed: Make sure to stop sounds when ending a PIE session.
  • WG-31030 Fixed: Optimized FAkAudioDevice::Get().
  • WG-31040 Fixed: Memory leak in AkComponent when attempting to post an invalid AkEvent.
  • WG-31075 Fixed: Removed call to FAkAudioDevice::Get() from bank load callbacks in order to prevent crash in module manager.
  • WG-31186 Fixed: Prevent crash in AkComponentCallback by canceling Event callbacks when AkComponent gets destroyed.
  • WG-31204 Fixed: Memory leak when a spawned AkComponent failed to post its associated Event.
  • WG-31277 Fixed: Crash in editor when attempting to post an Event on a destroyed actor.

Unreal Engine 4.11/4.12/4.13 - Wwise 2016.1.3

  • WG-30993 Fixed: Remove explicit LoadLibrary on XAudio 2.7.
  • WG-31015 Fixed: Link with the Recorder plug-in.

Unreal Engine 4.11/4.12 - Wwise 2016.1.2

  • WG-30304 Fixed: "Unload stream level" no longer posts a global "Stop All" to the SoundEngine.
  • WG-30754 Fixed: FAkAudioDevice::PostEvent now always returns the playing ID.
  • WG-30804 Fixed: Removed dependencies on the Wwise SDK samples. The new IO system now uses Unreal IO utilities only.

Unreal Engine 4.11/4.12 - Wwise 2016.1.1

  • WG-29972 Fixed: Multiple potential threading issues with the auto-destroy behavior of the AkComponent.
  • WG-29979 Fixed: EndOfEvent callbacks are now always called.
  • WG-30004 Fixed: SetGameObjectOutputBusVolume is now exposed in Blueprints and AkAudioDevice.
  • WG-30404 Fixed: The attenuation scaling factor now properly works on AkComponents.
  • WG-30409 Fixed: It is now possible to decode Vorbis-encoded files.

Unreal Engine 4.12 - Wwise 2016.1

  • WG-29991 Added AkEvent String Input Field to AkAmbientSound.
  • WG-29997 Suppressed duplicate "LogAkAudio: StopAll API called" entries in the output log.
  • WG-30218 Fixed: Crash when connecting the Wwise Profiler to the Android platform.
  • WG-30255 Fixed: UE4 crash when adding key to Ak Event Track in Matinee.
  • WG-29991 Added AkEvent String Input Field to AkAmbientSound.
  • WG-29997 Suppressed duplicate "LogAkAudio: StopAll API called" entries in the output log.

Unreal Engine 4.11.2 - Wwise 2016.1

  • WG-29917 Fixed: Fixed a case where the attenuation radius of AkAmbientSounds did not show up in the Editor window.
  • WG-30000 Fixed: Changed meta properties of StartAllAmbientSounds and StopAllAmbientSounds.
  • WG-30012 Fixed: Integrated GitHub pull request #5. Show project supported platforms as "Available Platforms" in the "Generate Sound Banks" window.
  • WG-30014 Fixed: Fixed a crash when starting a Play in Editor session that uses a dedicated server.
  • WG-30031 Fixed: Removed usage of the World global pointer.
  • WG-30205 Fixed: On the Mac platform, the Wwise.app path may now contain spaces.

Unreal Engine 4.11 - Wwise 2015.1.7

  • UI-316 Fixed: Prevent a crash when starting a Play in Editor session with a dedicated server.
  • WG-29917 Fixed: Make sure the attenuation radius is visible in the Editor.
  • WG-29944 Fixed: Stop ambient sounds when stopping PIE session.

Unreal Engine 4.11 - Wwise 2015.1.6

Unreal Engine 4.10 - Wwise v2015.1.4

  • UI-265 Fixed: In the AnimNotifies, test the AkComponent's validity before using it. This reduces log spam when using UE with the -nosound option.
  • UI-270 Fixed: It is now possible to build in non-Unity mode.

Unreal Engine 4.9 - Wwise v2015.1.2

  • UI-249 Fixed: Avoid crashing when no Audio Playback device is available on Windows.
  • Added a "Spawn AkComponent at location" Blueprint node. See Spawn Ak Component at Location for more information.
  • Added support for the Mac Editor.
  • Added support for the Mac platform.
  • Added support for the iOS platform.
  • Added support for the Linux platform.

Unreal Engine 4.8 - Wwise v2015.1

  • Migrated the UE4.8 integration to Wwise 2015.1
  • Fixed a crash on Xbox One if the app manifest did not contain a definition for Wwise communication ports.

Unreal Engine 4.8 - Wwise v2014.1.5

  • UI-206 Fixed: Sounds with an attenuation can now be heard when an animation window is opened.
  • UI-212 Fixed: Added a "Load Init Bank" Blueprint node.
  • UI-213 Fixed: Added null checks in Blueprint nodes, preventing crashes.
  • UI-214 Fixed: No crash when saving an output capture to disk.
  • UI-215 Fixed: No issue with the Attenuation Scaling Factor of an AkComponent not being set when attached to an actor.
  • UI-217 Fixed: Made AkReverbVolume's collision settings visible in the details panel.
  • UI-220 Fixed: Fixed the occlusion fade behavior for sounds that a spawn occluded.
  • UI-223 Fixed: The gathering of the max attenuations for AkEvent does not halt when the parsing of one SoundBank fails.
  • UI-226 Fixed: SoundBank generation is now performed by the 32-bit WwiseCLI.exe when the 64-bit WwiseCLI.exe is missing.
  • UI-230 Fixed: Now using OnComponentDestroyed instead of FinishDestroy to unregister Wwise Game Objects, which had caused some Game Objects to be registered for too long.
  • UI-233 Fixed: Added validity checks on actors in the GetGameObjectID function.
  • UI-234 Fixed: Multiple viewports in the SetListener function are properly handled. This fixes a crash in AkAudioDevice.cpp.
  • UI-236 Fixed: The Location Type given to the GetAkComponent Blueprint node is properly handled.
  • UI-239 Fixed: No crash at engine shutdown as a result of the Bank Manager unloading SoundBanks that might already have been destroyed.
  • Added a "Follow" check box to the AnimNotify_AkEvent. Leaving it unchecked will post the AkEvent at a specific location, instead of attaching to the parent.
  • Added a new AnimNotify: AnimNotify_AkEventByName, allowing to post events using their name as a string.
  • Added Debugging tools to Blueprints. For more information, see Debug Blueprint Functions

Unreal Engine 4.7 - Wwise v2014.1.3

  • Added support for the Android platform.
  • Now including a new demonstration game, based on Epic's First Person Template. For more information, see Sample Game.
  • All Wwise Integration settings now have their page in the Unreal Project Settings window. No need to manually edit INI files anymore!
  • UI-157 Fixed: When generating the SoundBanks, add the Max Attenuation information to AkEvents. It can be retrieved via Blueprints.
  • UI-187 Fixed: Allow the preview of AkEvents from the Content Browser by pressing the space bar.
  • UI-188 Fixed: When an AkAmbientSound is about to be destroyed, cancel its event callback to avoid using a destroyed object in the callback.
  • UI-189 Fixed: Added an attenuation scaling factor to AkComponent, allowing to make each actor's attenuation radius unique.
  • UI-190 Fixed: Added a new Blueprint node that allows setting the exact list of loaded SoundBanks. For more information, see Load Banks
  • UI-193 Fixed: Get the UAkAudioEventFactory directly when creating UAkAudioEvents by Drag & Drop.
  • UI-194 Fixed: Optimized the finding of AkReverbVolumes at a location.
  • UI-195 Fixed: Added blueprint_actor_posteventbyname, features_blueprintcsoundbanks_loadbyname, and Unload Bank Blueprint nodes.
  • UI-196 Fixed: Added a configuration parameter for the maximum number of concurrent Reverb Volumes applied on a sound.
  • UI-201 Fixed: Added an UAkAudioEvent to AkComponent, to bring it in sync with Unreal's AudioComponent. An AkComponent can by added in a Blueprint via drag & drop of a UAkAudioEvent. An actor with an attached AkComponent will also show its attenuation radius in the Editor.
  • UI-204 Fixed: Added code to unload auto-loaded SoundBanks.
  • UI-205 Fixed: Don't post events in a world that does not allow audio playback.
  • UI-208 Fixed: Fixed a potential crash when generating SoundBanks.

Unreal Engine 4.6 - Wwise v2014.1.1

  • UI-183 Fixed: Use the debug SoundEngine libraries when UnrealBuildTool is configured to use the debug CRT libraries (bDebugBuildsActuallyUseDebugCRT = true).
  • UI-184 Fixed: Added a billboard component to AkComponent to make them visible in the Editor.
  • UI-186 Fixed: Allow drag & drop of .bnk files in the Content Browser to create UAkAudioBank assets.

Unreal Engine 4.5 - Wwise v2014.1

  • UI-172 Fixed: Resolved assert created by the AkReverbVolumeChannel collision channel.
  • UI-174 Fixed: Optimized the "Generate SoundBanks" window.
  • UI-175 Fixed: Added preprocessor guards to remove compilation errors on platforms not supported by this integration.

August 2014 - Wwise v2014.1

  • UI-166 Fixed: Auxiliary Bus properties are now applied on Ambient Sounds contained within Reverb Volumes.
  • Updated Wwise version to 2014.1. If you wish to keep on using 2013.2.x, see Frequently Asked Questions.

August 2014 - Wwise v2013.2.9

  • Added Japanese documentation.

July 2014 - Wwise v2013.2.9

  • Added a SwitchDemo map to the UnrealWwiseDemo sample game, demonstrating the use of switches.
  • UI-161 Fixed: Removed the duplicate AkComponent created when starting an ambient sound. This prevented the Stop Ambient Sound method from working.

June 2014 - Wwise v2013.2.8

  • UI-152 Fixed: Add SoundBanks and streamed files to the packaging process.

April 2014 - Wwise v2013.2.7

  • UI-149 Fixed: Set proper default values for AkReverbVolumes.

March 2014 - Wwise v2013.2.6

  • Visual Studio 2013 is now used by default. Please refer to the Requirements page for more details.
  • UI-146 Fixed: Fixed non-unity build compilation errors.
  • UI-147 Fixed:
    • Verify the SoundEngine is initialized in the AkComponent tick function;
    • Properly set the collision channel name for AkReverbVolumes;
    • Avoid loading banks in a commandlet;
    • Removed the automatic bank creation mechanism.
  • UI-148 Fixed: Use "Get Player Controller" in the RTPCDemo Blueprint to ensure sound keeps playing when transitioning between "Simulate" and "Possess" modes in Editor.

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.

December 2013 - Wwise v2013.2.4

  • Unreal Wwise integration now officially supports PS4 and Xbox One platforms!
  • Added platform selection to bank generation dialog box.
  • Added bank generation dialog box to build menu.
  • LinkedProject configuration parameter has been moved from Engine/Config/BaseEditor.ini to <Your Game>/Config/DefaultGame.ini.
  • Added simple occlusion support.
  • Fixed a crash when getting the UAkComponent from another component which has no owner.
  • UI-130 Fixed: Fixed performance issues with the UAkComponent::UpdateAkReverbVolumeList method.
  • UI-130 Fixed: Added a flag to the UAkComponent specifying if it is influenced by reverb volumes.
  • UI-132 Fixed: Prevent UAkComponents from ticking on server configurations.
  • UI-135 Fixed: Expose RTPC interpolation time.

October 2013 - Wwise v2013.2.1

  • Added bank generation for PlayStation4 and Xbox One.
  • Added AkReverbVolume, allowing for mapping a volume in space to a Wwise auxiliary bus.
  • UI-128 Fixed: Implemented asynchronous IO access.

September 2013 - Wwise v2013.2.1

  • Fixed build settings for Visual Studio 2012.
  • Fixed UEngine::UseSound() returning false when only AkAudioDevice is present.
  • Fixed crash in UAkComponent::PostAkEvent with null event.
  • Fixed game object position with static actor.

August 2013 - Wwise v2013.2

  • Fixed confusion between Actor, AkComponent, the Wwise game object and their respective lifespans:
    • AkComponent follows attachment semantics of Epic's AudioComponent. AkComponents are re-used when all attachment parameters match.
    • AkGameplayStatics contains global helpers targetting Actors for easy use in blueprints.
  • Fixed missing Events and Banks in SoundBank Definition File.
  • Fixed game object names in Wwise Profiler.
  • Generating SoundBanks now triggers a refresh of loaded banks.
  • Set RTPC Value global helper now supports setting a Game Parameter at global scope (no Actor target).

July 2013 - Wwise v2013.1.1

  • Added message box in case of error during SoundBank Generation.
  • New, distinct colors for Audiokinetic Event and Audiokinetic Bank asset types in the Content Browser.
  • Fixed compilation on Xbox One and PS4 platforms.
  • Fixed issue with AnimNotify_AkEvent using the wrong type.
  • Fixed update of AkComponent Game Object position.

June 2013 - Wwise v2013.1.1

  • Added DebugGame build configuration support.
  • Partial Wwise SDK now included to help setting up the integration.
  • Fixed xaudio2/mmdev DLL unload issues in Windows 64-bit build.
  • Stopped matinee movie from playing in demomap - was preventing user input from working.
  • Fixed AkAudioDevice listener position update in FLevelEditorViewportClient::UpdateAudioListener.
  • Changed the AudioDeviceModuleName default value to XAudio2 on the windows platform.

May 2013 - Wwise v2013.1.1

  • Introduced doxygen documentation.
  • Now building using Wwise 2013.1.1 build 4677.

March 2013 - Wwise v2013.1

  • Now building using Wwise 2013.1 beta build 4609.
Generated by  doxygen 1.6.3

Cette page a-t-elle été utile ?

Besoin d'aide ?

Des questions ? Des problèmes ? Besoin de plus d'informations ? Contactez-nous, nous pouvons vous aider !

Visitez notre page d'Aide

Décrivez-nous de votre projet. Nous sommes là pour vous aider.

Enregistrez votre projet et nous vous aiderons à démarrer sans aucune obligation !

Partir du bon pied avec Wwise