Version
Wwise Unreal Integration Documentation
|
This guide provides explains how to quickly integrate Wwise into an Unreal project. It describes the essential steps required to set up a functional project. When you are finished, you can explore the rest of the Wwise Unreal Integration documentation for details on usage or on specific aspects of the Integration.
First, create your Wwise and Unreal projects and integrate them through the Launcher:
The easiest way to play a sound event in a level is to use an AkAmbient actor, which plays the sound according to rules, typically the instantiation of a level. Before you set up an ambient sound in Unreal, the integrated Wwise project must contain an appropriate sound as well as an Event to play the sound. Ensure that you have a supported audio file type (see What media files are supported?).
This procedure uses auto-defined SoundBanks, which we recommend instead of user-defined SoundBanks. For more information, see Understanding Auto-Defined and User-Defined SoundBanks.
To prepare an ambient sound in Wwise:
There are several Unreal Project Settings that you have to set in order to access the Wwise SoundBanks and use the Wwise Browser in Unreal, through which you can access Wwise objects. In addition, you must choose an Unreal audio routing option that routes audio through the Wwise sound engine.
To configure the required Unreal settings:
GeneratedSoundBanks
folder. For more information on the Wwise setting, see SoundBanks Tab. After you generate SoundBanks, the Event you created in Wwise appears in the Wwise Browser in the Events folder.
To add your Wwise Event to the Unreal level:
When you add a Wwise object to Unreal, a corresponding AkComponent
is automatically created. The AkComponent
acts as a proxy for the Wwise game object. For more information, see AkComponent.
In Unreal, the Wwise Event you added appears in the level as an AkAmbientSound. To ensure that the sound plays throughout the level, you must update the level Blueprint. For more information about Blueprints, see Blueprints Visual Scripting.
To play the ambient sound from the level Blueprint:
Depending on the type of Unreal project you are using, the project might already contain sounds. To confirm that you successfully added the ambient sound, remove all other sounds from the level.
In the Editor, click Play. The Event is posted and you can hear your sound playing.
Des questions ? Des problèmes ? Besoin de plus d'informations ? Contactez-nous, nous pouvons vous aider !
Visitez notre page d'AideEnregistrez votre projet et nous vous aiderons à démarrer sans aucune obligation !
Partir du bon pied avec Wwise