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Wwise Unreal Integration Documentation
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Event callbacks are exposed to Blueprints. They are implemented with custom Events.
Most callbacks exposed in the C++ sound engine API are exposed to Blueprints. For more information on what the various callback types accomplish, refer to the SDK documentation.
Note: Blueprint graphs need to be executed on the game thread, so callbacks that require you to modify the AkCallbackInfo structure (AK_SpeakerVolumeMatrix , for example) cannot be exposed to Blueprints. Implement them with C++ code. |
To subscribe to an Event callback, select it in the Callback Mask
input pin dropdown. You can then implement the Blueprint graph you want to execute in the selected callback with a custom Blueprint Event:
To subscribe to more than one callback type, select multiple values in the Callback Mask
input pin dropdown:
Then, in your Custom Event graph, you can use a Switch on the Callback Type
variable to determine the current callback type, then cast the Callback Info
class to the appropriate type:
The contents of a MIDI Event callback info class can be interpreted differently depending on the current MIDI Event type. In order to simplify parsing the MIDI callback info, a Blueprint macro, SwitchOnMidiType
, is provided. It will automatically parse the callback info object and trigger the correct execution pin:
Note: The Chan member of the MIDI Callback Info class refers to the MIDI channel. Its range is from 1 to 16. |
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