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There are several ways of creating Wwise objects with the Wwise Authoring API.
Refer to ak.wwise.core.object.create for more information.
{ "parent": "{a9129d80-07e0-11e7-93ae-92361f002671}", "type": "ActorMixer", "name": "My Actor-Mixer", "children": [] }
info
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Note: The parent field indicates where to create the object in the project. To retrieve an object ID, refer to ak.wwise.core.object.get. You could, for example, retrieve the object ID by its project path. |
info
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Note: To retrieve an object ID from a Wwise project, you can hold the key SHIFT while right-clicking an object, then select Copy GUID(s) to clipboard. |
Refer to ak.wwise.core.object.create for more information.
{ "parent": "{a9129d80-07e0-11e7-93ae-92361f002671}", "type": "ActorMixer", "name": "Weapons", "@Volume": "-2", "children": [ { "type": "RandomSequenceContainer", "name": "BigGun", "@RandomOrSequence": "1", "children": [ { "type": "Sound", "name": "Gun1", }, { "type": "Sound", "name": "Gun2", } ] } ] }
When calling ak.wwise.core.object.create, it is possible to specify one of the 4 name conflict modes:
If an object already exists at destination with the same name:
Audio files can be imported using the Wwise Authoring API by means of the same importation processor available through the Tab Delimited import in the Audio File Importer. For more information about it, refer to https://www.audiokinetic.com/library/edge/?source=Help&id=importing_media_files_from_tab_delimited_text_file.
Using the Wwise Authoring API allows complete automation of the importation process and provides direct control in the programming language of your choice.
The import format allows great flexibility. You can import:
Examples:
Importing a WAV file, and creating the associated Sound object.
Refer to ak.wwise.core.audio.import for more information.
{ importOperation: "createNew", default: { importLanguage: "SFX" }, imports: [ { objectPath: '\\Actor-Mixer Hierarchy\\Default Work Unit\\<Sound>MyNewSound1', audioFile: "C:\\Wave\\cues\\1.wav", "@Volume": 0.42 }, { objectPath: '\\Actor-Mixer Hierarchy\\Default Work Unit\\<Sound>MyNewSound2', audioFile: "C:\\Wave\\cues\\2.wav", "@Volume": 0.1 } ] }
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