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Wwise Unreal Integration Documentation
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You can use the Wwise Browser to access objects from your Wwise project in Unreal. To access the Wwise Browser, click Window > Wwise Browser.
The Wwise Browser includes a variety of features, some of which require a connection to the Wwise Authoring API (WAAPI), and others that do not. For more information about WAAPI features, refer to Using Waapi Features.
The Wwise Browser's contents are refreshed automatically after you regenerate SoundBanks. To manually refresh the list, click the Refresh button.
You can use the Wwise Browser to:
Certain Wwise Browser features require the Wwise Authoring API (WAAPI). To enable these features, you must:
The Wwise Browser is populated in real time with data from the Wwise Authoring tool. Any changes you make to object names or IDs in Wwise are reflected in the Wwise Browser.
After WAAPI is enabled, you can use the Wwise Browser to:
You can use the Wwise Browser to preview sounds from your Wwise project in the Unreal Editor before you generate SoundBanks.
To preview a sound in the Wwise Browser, do one of the following:
To stop a sound, do one of the following:
You can use the Wwise Browser to open the folder in your file system that contains the Work Unit associated with an object.
To show the Work Unit location on disk:
You can drag Events, Auxiliary Busses, Acoustic Textures, States, Switches, Game Parameters (RTPCs), and Triggers from the Wwise Browser into the Unreal Content Browser to create corresponding UAkAudioEvent, UAkAuxBus, UAkAcousticTexture, UAkStateValue, UAkSwitchValue, UAkRtpc, UAkTrigger assets.
To drag Wwise Assets into Unreal:
In addition to individual items, you can drag any container (Work Unit, Folder, Switch/State Group) into the Content Browser to recreate the hierarchy as it exists in Wwise Authoring.
In addition, you can drag objects into:
Note: If you drop an object anywhere other than the Content Browser, the asset is created in the folder specified by the Default Asset Creation Path. |
You can specify a default asset creation path. Assets that are automatically created from Wwise objects (for example, by dropping an object from the Wwise Browser onto a Blueprint) are created in this folder.
Note: We recommend that you retain the default /Game/ part of the asset creation path. If you remove it, assets are created under the Plugins folder, which might cause confusion. |
To set the default asset creation path:
You can import Wwise Assets into your Unreal project from the Wwise Browser.
To import a Wwise Asset:
The Wwise Browser is separated into four columns, which are described in the following sections.
The Name column recreates the hierarchy of the project as it exists in the SoundBanks and displays the name of the Wwise Items. It prioritises the name found in the Generated SoundBanks over the name in Wwise if the names are different.
The Wwise Project vs SoundBank Column compares the Wwise Project to the Generated SoundBanks and provides information about the differences between the two. For this column to work properly, the Wwise Browser musbe connected to Waapi.
The Unreal Assets Column provides information about the Wwise assets inside the Unreal project. If the Wwise item does not have a matching UAsset, this column is empty. If only one UAsset exists for the item, the Column shows the name of the UAsset. If there are multiple UAssets for the item, then “Multiple UAssets” followed by the number of UAssets is displayed. To see all the items, right-click on the item and click Show in Content Browser.
The SoundBank vs UAsset Column compares the Generated SoundBanks to the assets in the Unreal project.
If the Unreal project references Wwise assets that you then delete from your Wwise project, they are listed in the Orphaned UAssets folder, which appears at the end of the folder list:
It is not possible to remove these UAssets with the Wwise Browser's reconciliation function. Instead, you must delete them manually. For more information on reconciliation, refer to Reconciling Wwise UAssets.
You can filter Wwise objects to reduce the number of objects displayed in the Browser. There are three categories of filtering: SoundBank Status, UAsset Status, and Types. The SoundBank Status filters on the “Wwise Project vs SoundBanks” column, The UAsset Status filters on the SoundBanks vs UAssets column and Types filters on the Wwise item type. When you select a filter, all Wwise objects that do not satisfy the condition are filtered out of the Wwise Browser.
For an item to remain in the Wwise Browser, it must satisfy the conditions of all three categories. For example:
In this case, the Wwise objects must be Events or Switches that are UAsset Orphaned or Not in SoundBank or UAsset and Renamed in Wwise or New in Wwise.
There is also a filter bar in which you can type Wwise object names to search for those objects.
It is possible to Reconcile UAssets with the Wwise Browser.
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