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2021.1.14.8108

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

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2017.1.9.6501

2016.2.6.6153

2015.1.9.5624


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Wwise Unreal Integration Documentation
Workflow

Workflow with Event-Based Packaging

  1. Integrate Wwise in your Unreal project
    Use the Audiokinetic Launcher to integrate Wwise into your Unreal project. A Wwise project will be created, or you can use an existing one. You may start creating Events in the Wwise project, and they automatically will be added to the Unreal Asset Database.
  2. Reference AkAudioEvent objects in a level
    AkAudioEvent objects can now be referenced in a level, such as in using Wwise-specific Blueprint Functions or AkAmbientSound objects.
  3. Generate Sound Data
    From the Build menu, select the Generate Sound Data option, and then select all platforms and languages to be generated, and click OK. After the banks are generated at least once, it is possible to play sounds in the editor. For more information, refer to Generating Sound Data.

Workflow without Event-Based Packaging

Here is a sample workflow using the integration when Event-Based Packaging is not used:

  1. Integrate Wwise in your Unreal project
    Use the Audiokinetic Launcher to integrate Wwise into your Unreal project. A Wwise project will be created, or you can use an existing one. You may start creating Events in the Wwise project.
  2. Add AkAudioEvent objects to your Unreal project
    In the Unreal Content Browser, add AkAudioEvent objects from the Wwise or WAAPI pickers, or from the Context menu.
  3. Reference AkAudioEvent objects in a level
    AkAudioEvent objects can now be referenced in a level, such as in using Wwise-specific Blueprint Functions or AkAmbientSound objects.
  4. Add AkAudioBank objects
    The Wwise assets associated with AkAudioEvent object can be distributed across any number of AkAudioBank objects. Using the Unreal Content Browser, add AkAudioBank objects as required.
  5. Set the RequiredBank property for each AkAudioEvent
    The RequiredBank property of each AkAudioEvent determines which AkAudioBank its content will be stored in. This property must be set for each AkAudioEvent used in the game.
  6. Generate SoundBanks (for play-in-editor)
    From the Build menu, select the Generate Sound Data option, and then select all banks to be generated, and click OK. The required SoundBanks are generated. After the banks are generated at least once, it is possible to play sounds in the editor.
info Note:
The first time banks are generated, you need to click Refresh All Banks by right-clicking on one of the AkAudioBank objects.
info Note:
Banks generated from the Unreal Editor can then be added to source control. This allow individuals without the Wwise application and project on their machine to still be able to work in the Unreal editor using existing BNK files from the game's Content folder. They could hook the AkAudioEvent objects at different places in the level, and they would be able to run the game.
info Note:
When using the workflow without Event-Based Packaging, you can't put any Unreal assets in your SoundBanks output path.

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