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Wwise Unreal Integration Documentation
Using the Wwise Demo Game

The Wwise Demo Game, which contains the Wwise Unreal Integration, is available to download from the Audiokinetic Launcher. The game's map provides several demonstration stations where you can test various integration features.

In order to build the demo game, you must install the Wwise SDK and modify the Wwise integration in the sample game. Refer to Installing Wwise and Component Packages and Upgrading or Modifying an Integration Package for more information.

To download the Wwise Demo Game:

  1. In the Audiokinetic Launcher, select the Unreal Engine page.
  2. From the Download list, click Demo Game > <IntegrationVersion>.
    A file explorer window opens.
  3. Browse to the folder in which you want to save the Unreal project and click Select. The integrated Unreal project is installed.

Generation of the SoundBanks

  1. Open the WwiseDemoGame in the Unreal Editor.
  2. From the toolbar, under Build, select Generate SoundBanks... from the Audiokinetic category.
  3. Select all the desired platforms and languages and click OK.

After the SoundBanks are generated, the Wwise project associated with your GeneratedSoundBanks folder is re-parsed, and the Wwise assets in your project are reloaded.

Map Contents

AkEvent Animation Notify

An Animation Notify can be used to post AkEvents to the SoundEngine. A demonstration of its use can be seen in the FPP_Fire animation.

Ambient Demo

This area of the map demonstrates the use of the AkAmbientSound actor. The AmbientNoise_Spatialized ambient emitter in the level is started by a Start All Ambient Sounds node in the Level Blueprint. To help locate the actor, its attenuation sphere is drawn in yellow when playing the game. The Event used by this emitter is part of the AmbientBank SoundBank.

This area also helps to demonstrate the occlusion feature. By navigating the player pawn behind the wall situated close to the ambient sound (making sure to stay within the yellow zone), or behind the big box in the sphere, the effects of occlusion on the sound can be heard. Occlusion is enabled on the sound by setting it in the in the "Ambient Sound handling" (red) section of the Blueprint level.

AudioLink Demo

This section of the map demonstrates how to route Unreal Audio through Wwise using Unreal's AudioLink tool.

The button triggers the Template1rst_WeaponFire02 Unreal Audio file, which uses an Unreal Sound Attenuation with AudioLink enabled. A Wwise AudioLink Settings asset is linked to the Sound Attenuation to override the default AudioLink settings. You can confirm that the sound is correctly routed through Wwise by profiling the editor with Wwise. A voice called UnrealInput is displayed in the Voices Graph each time the AudioLink Demo button is pressed. Triggering it multiple times generates just as many voices in the Profiler, which demonstrates AudioLink's granular control over audio.

For more information on using AudioLink in your Unreal project, see Combining Unreal and Wwise Audio with AudioLink.

Sequencer Demo

This section of the map demonstrates the use of Event and RTPC tracks in the WwiseDemoSequence asset. Opening the level sequence in the Sequencer editor shows that the Event track plays a drum beat targeting the moving cube, while the DrumKitModulation game parameter is driven by the RTPC track.

Warp to Spatial Audio Tutorial Map

Near the Sequencer there's a invisible trigger box that will teleport you to the Spatial Audio Tutorial Map. This allows testing map transitions.

RTPC Demo

This section of the map demonstrates the use of the Set RTPCValue node targeting an actor, in the Level Blueprint (in the green comment sections). The mouse scroll wheel (the up and down D-pad buttons on a gamepad, and a two-finger swipe on a touch screen) is tied to a variable that is fed as the "Velocity" Game Parameter, which controls the pitch of the VelocityLoop sound in the Wwise project.

The "Create RTPC button Event dispatchers" section of the level Blueprint also demonstrates how to post an Event that targets an actor, using the Post Event node.

Reverb Demo

This section of the map demonstrates the use of AkReverbVolume. Inside the spherical cave, an AkReverbVolume is used to add a Reverb Effect to the weapon sound. Note that the actor emitting the sound can be set to ignore the reverb volumes feature. This can be done by unselecting "Use Reverb Volume" on the WeaponAkComponent in the MyCharacter Blueprint.

Switch Demo

This section of the map demonstrates how to set a Switch using Blueprints (in the "Switch Logic" section of the Blueprint level). Using the button (see instructions on the wall in front of the button) posts the Event to the SoundEngine. Pressing L or H on the keyboard (D-Pad left and right on a gamepad, three and four finger taps on a touch screen) changes the switch value.

Subtitle Demo

This section of the map demonstrates the use of event callbacks from Blueprint, and the use of user data in Wwise assets.

The Event starts playing a sound file containing WAV markers. Registering the marker callback associated with the Event allows the updating of the subtitle on the wall in front of the button. To achieve this, in the Level Blueprint the Callback mask input pin was set to Marker. Then, the PostEventCallback input pin was linked to a custom Blueprint Event, named HandleSubtitles.

The actual subtitles are stored in a DataTable asset, found in /Game/WwiseAssets/SubtitleTable.uasset. This SubtitleTable was then set at user data in the SubtitleEvent properties.

In the HandleSubtitles event, we retrieve the user data asset using Get Ak Audio Type User Data. We then access the proper subtitle using the MarkerCallback's Identifier field as an index in the table, and then apply that text to the TextRenderActor on the wall.

For more information on using callbacks in Blueprints, see Using Callbacks in Blueprints.

External Sources Demo

This section of the map demonstrates the use of External Sources from Blueprint.

The level Blueprint contains the CurrentExternalSourceArray variable. It contains pre-filled AkExternalSourceInfo structures. Posting the event will sequentially play the three files contained in the CurrentExternalSourceArray variable.

For more information on using External Sources, see Using External Sources.

Localized Voice Demo

This section of the map demonstrates the use of Localized Voices from Blueprint.

The event plays a localized voice, as configured in the Wwise project. Use the left button to play the English line, and use the right button to play the French line.

For more information on using Localization, see Localizing Audio Assets.

Sub level Demo

This section of the map demonstrates how splitting switch container media interacts with Level Streaming.

The start up map in the demo game only uses the Metal switch value un the Footstep_Material switch container. Connecting the Wwise profiler shows that the only media loaded for this container are the metal media files. Pressing the button on the Sub Level Demo will load a streaming level that also uses the Wood and Grass switch values. In the Wwise profiler, the mdia associated with these switch values will now be loaded. Pressing the button again will unload the level, and thus the Grass and Wood media files as well.

For more information on splitting switch container media, see Optimizing Memory Usage with Reference-Loaded Switch Containers.

Niagara Demo

This section of the map demonstrates the use of Niagara with the Wwise Integration.

To spawn a Niagara System, interact with the button (see the instructions on the wall in front of the button).

To change the type of Niagara System, do one of the following:

  • On the keyboard, press L or H.
  • On a gamepad, press the D-Pad left or right.
  • On a touchscreen, tap the screen three or four times.

For more information on using Niagara with the Wwise Integration, see Using the Wwise Unreal Niagara Integration.


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