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2023.1.13.8732
2022.1.19.8584
2021.1.14.8108
2019.2.15.7667
2019.1.11.7296
2018.1.11.6987
2017.2.10.6745
2017.1.9.6501
2016.2.6.6153
2015.1.9.5624
Wwise Unreal Integration Documentation
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All settings related to the Wwise Integration can be found in the Unreal Project Settings, under the Wwise section. This section includes initialization settings for all of the supported Wwise platforms that are available in your UE4 installation. Modifications to settings in editor will only be taken into account after restarting the editor; however, using the "Standalone" play mode will initialize a new instance of the SoundEngine with the current settings. It is possible to copy/paste data among the settings structures of platforms even when their structures are not identical; UE will fill what matches and ignore the rest.
<UE4_installation_directory>/Engine/Binaries/Win64
), as given by FPlatformProcess::BaseDir()
in the Unreal Engine.If these paths are not correctly set, Unreal will fail to generate the Wwise SoundBanks required for the game.
The SoundEngine initialization steps are performed in the FAkSoundEngineInitialization::Initialize()
method. In this method, the memory, streaming, IO, sound engine, platform, music engine, and communication settings can be configured.
Plug-ins can be registered by including their associated plug-in factory header file in .../Plugins/Wwise/Source/AkAudio/Private/AkAudioDevice.cpp
under the line saying: // Add additional plug-ins here.
Linking against a plug-in's library can be done by adding a call to the AddWwiseLib()
function for the plug-in in .../Plugins/Wwise/Source/AkAudio/AkAudio.Build.cs
, near the other plug-ins. Once this is complete, the UE4 game project will have to be rebuilt from its Visual Studio solution or Xcode workspace.
Please note that a limitation in Unreal Engine 4 prevents rebuilding an Unreal plug-in from a Content-only (Blueprint) project. Therefore, third-party Wwise DSP plug-ins are not available in a Content-only (Blueprint) project, as this method requires rebuilding the Wwise Unreal plug-in.
For more information on SoundEngine initialization, refer to the Initialize the Different Modules of the Sound Engine section in the Wwise SDK documentation.
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