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Wwise Unreal Integration Documentation
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The Unreal integration provides audio input to Wwise through the Wwise Audio Input Source Plug-in. In order to provide audio input to Wwise, classes must inherit from AkAudioInputComponent
.
AkAudioInputComponent
is derived from AkComponent. It is a specialized AkComponent
that you can use to provide audio input to Wwise. To do so, you must implement two key functions:
AkAudioInputComponent
also has one Blueprint function, Post Associated Audio Input Event, which posts the component's AkAudioEvent to Wwise along with the associated AudioSamples callback and AudioFormat callback, using this component as the game object source.
You can write custom classes that derive from AkAudioInputComponent
in order to implement custom audio input behavior. The following UAkVoiceInputComponent.h
and UAkVoiceInputComponent.cpp
examples show a class that takes microphone input and pipes it to the Wwise Sound Engine.
Before you can use these files in a C++ Unreal project, you must perform some initial setup. First, add the AkAudio and the Unreal Voice modules to the PublicDependencyModuleNames
in the project's Build.cs
file. For example:
Next, add the following lines to the DefaultEngine.ini
file:
After these setup steps are complete, add the desired custom behavior. In the following example, a class takes microphone input and sends it to Wwise.
Note: Here is an example of a customized Here is an example of a customized After you add the class to an Unreal project, you can create a custom Blueprint class that has an |
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