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Wwise Unreal Integration Documentation
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The WwiseSoundEngine Module contains the Wwise Sound Engine API interface, as well as various bundled plug-ins.
Most of the functions in the Wwise Sound Engine are bridged at the lowest level possible. In order to call any Wwise Sound Engine API, you must call them through the bridge:
Caution: Do not use any AK:: or ak:: functions directly. It can cause linker errors, instability, or a crash. |
Prior to Wwise 2022.1, it was necessary to make all AK::SoundEngine
calls from AkAudioDevice
from within the AkAudio
module. While this is no longer necessary, that legacy approach remains possible. It might be preferable in some cases because it provides more functionality to user code, including converting from Unreal classes to Wwise native types, alongside Blueprintable operations.
There is a second module, WwiseSoundEngine_2022_1, that contains the bridging code from the WwiseSoundEngine interface to the actual Wwise 2022.1 Sound Engine API.
The Integration includes a Global Callbacks singleton feature. This allows games and tools to leverage the Sound Engine’s AkGlobalCallback. For a description of the callbacks, refer to AkCallbackType in the Wwise SDK documentation.
For each callback, the following functions are available:
Each function has its own uses; none is perfect for all scenarios.
The Wwise Integration for Unreal connects the Wwise SoundEngine to the Unreal Engine. There are valid reasons to disable the SoundEngine at build time:
It is therefore impossible to link the actual Wwise SoundEngine to the final executable. In these cases, the build scripts use the null SoundEngine. The null SoundEngine is an empty implementor that sits on top of the SoundEngine abstraction provided in the WwiseSoundEngine bridging module. Most functions return AK_NotImplemented without any side effects.
Because the bridge requires the Wwise SoundEngine type definitions to be accurate for the platform, the ThirdParty/include folder must contain an interface for the platform, even if it is not activated in the current context. It is therefore impossible to guarantee that a build for an unsupported platform will work, even with the null SoundEngine.
There are also valid reasons to disable the SoundEngine at runtime:
Typically, the Wwise SoundEngine is disabled when the Wwise SoundEngine is linked inside the final executable package. Some of the issues can be fixed without restarting the Editor. Runtime issues do not use the null SoundEngine unless specified.
The logic for a supported target is executed during Unreal's project generation step in WwiseUEPlatform.IsWwiseTargetSupported. You can determine whether the null SoundEngine is used in UBT's logs: The "Wwise SoundEngine is disabled: Using the null SoundEngine instead." log will be displayed along with the reason. This message appears multiple times when building the Wwise SoundEngine as an Engine plug-in. The message is informative, not an error.
To help with debugging, a similar message is also repeated at runtime in the logs during the Wwise plug-in initialization: "Wwise SoundEngine is disabled: Using the null SoundEngine."
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