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2019.1.11.7296
2024.1.4.8780
2023.1.12.8706
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2019.1.11.7296
2018.1.11.6987
2017.2.10.6745
2017.1.9.6501
2016.2.6.6153
2015.1.9.5624
2024.1.4.8780
2023.1.12.8706
2022.1.18.8567
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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Several Wwise-specific global functions are exposed to scripting; the following are available in the Audiokinetic category:
Cancels a callback event that was supplied to PostEvent
. The Blueprint Event will no longer be called after this node has been executed.
Obtains an AkComponent that is attached to and follows a specified component. Several methods are available directly on the AkComponent : see AkComponent Blueprint Functions.
Posts a Wwise Event at a specified location. This is a fire-and-forget sound, created on a temporary Wwise Game Object with no corresponding AkComponent.
Gets the value of a Game Parameter, optionally targeting the root component of a specified actor.
Sets the value of a Game Parameter, optionally targeting the root component of a specified actor.
Sets the active State for a given State Group.
Creates a new AkComponent at the specified location. By default, the component will automatically be destroyed once the Event it is playing is done. Parameter Auto Post
controls whether to post the event immediately upon the component's creation (Default value is false
). Advanced parameter Auto Destroy
controls whether to destroy the component when the first Event posted on this component is done (Default value is true
).
This Blueprint node is especially useful if you wish to set a Switch on a fire-and-forget sound. This behavior can be accomplished by disabling Auto Post
, setting a Switch on the spawned Ak Component, and then posting the Event, like so:
Stops all currently playing sounds.
Sets multiple positions to a single game object. Setting multiple positions on a single game object is a way to simulate multiple emission sources while using the resources of only one voice. This can be used to simulate wall openings, area sounds, or multiple objects emitting the same sound in the same area. Note: Calling SetMultiplePositions() with only one position is the same as calling SetPosition(). Parameter GameObjectAkComponent
is the AkComponent of the game object on which to set positions. Positions
is an Array of transforms to apply. MultiPositionType
is the Position type. For more information on the different position types, refer to: MultiPositionType.
Sets multiple positions to a single game object, with flexible assignment of input channels. Parameter GameObjectAkComponent
is the AkComponent of the game object on which to set positions. ChannelMasks
is an Array of channel masks to apply for each position. Positions
is an Array of transforms to apply. MultiPositionType
is the Position type.
Sets multiple positions to a single game object, with flexible assignment of input speakers. Parameter GameObjectAkComponent
is the AkComponent of the game object on which to set positions. SpeakerMasks
is an Array of speaker masks to apply for each position. Positions
is an Array of transforms to apply. MultiPositionType
is the Position type.
Other functions are available in sub-categories:
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