Version
IMPORTANT: All settings related to the Wwise Integration can be found in the Unreal Project Settings, under the Wwise section of the plug-ins section.
<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 FAkAudioDevice::EnsureInitialized()
method. In this method, the memory, streaming, IO, sound engine, platform, music engine, and communication settings can be configured. This is also where plug-ins can be registered. To use a licensed plug-in, uncomment the corresponding line of code right after the call to AK::SoundEngine::RegisterAllBuiltInPlugins()
.
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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