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Wwise Unreal Integration Documentation
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By default, they are located in the following location:
Some banks containing language assets might be in language-specific folders.
When importing a SoundBank definition file, Unreal might ask Wwise to generate banks that do not exist in the Wwise project. If you want the Unreal-generated bank to persist in the Wwise project, add the command-line argument -Save
when you import the SoundBank definition file.
Yes. You can use the Debug or DebugGame build configuration states in Unreal, which use the Wwise SoundEngine debug libraries. Refer to Unreal and Wwise SoundEngine Configurations for more information.
If you receive an error such as Event ID not found: <id>
, it is likely that a Wwise Unreal asset was excluded from the package due to "tree shaking." Refer to Packaging Requirements for more information.
If you are working with Spatial Audio Rooms, you might encounter the following error: AK::SpatialAudio::SetGeometryInstance or AK::SpatialAudio::SetRoom: Geometry instances which are not watertight cannot be used for the definition of a room. This error occurs if there are openings in the geometry of the Room, even if these openings are so small that they are not immediately visible in the Unreal Editor.
"Watertight" geometry does not contain any holes, and Spatial Audio Rooms must be watertight to function correctly.
To solve this problem, try the following solutions:
See Room Containment for more information about Room geometry.
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