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Wwise Unreal Integration Documentation
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Base class for all Unreal Wwise Assets.
Properties:
Class holding the actual SoundBank binary data, handling loading and unloading of the SoundBank with the Wwise SoundEngine.
Class containing a list of soft references to media assets that handles loading the appropriate media assets in memory.
Class handling the platform-specific nature of SoundBanks. It contains a map of UAkAssetData per platform, and ensures the proper platform is serialized while cooking.
Properties:
UAkAssetBase is the base class for assets that need bank data: UAkAudioBank, UAkAudioEvent, UAkAuxBus and UAkInitBank.
Typed version of UAkAudioType for Acoustic Textures. The GUID is the only used member, for finding the asset when renaming, moving or deleting the asset from Wwise.
In addition to the data contained in UAkAssetBase, UAkAudioBank also contains a map of languages to bank data per platform, in case the sound bank contains localized data. The localized data is loaded dynamically and it is isolated on a per language basis, to easily package different SKUs. UAkAudioBank does not contain any references to media, (they are stored in UAkAudioEvent even if an UAkAudioEvent references an UAkAudioBank). This is done to maintain media granularity.
In addition to the data contained in UAkAssetBase, UAkAudioEvent also contains a map of languages to bank data per platform, in case the sound bank contains localized data. The localized data is loaded dynamically and is isolated on a per language basis, to easily package different SKUs.
UAkAudioEventData extends UAkAssetDataWithMedia to add support for switch container media, if you are using Split Switch Container Media. This feature allows media associated with a switch or a state to be loaded only when there's a hard reference to the switch/state value in the level.
Used to contain AuxBus bank data information. It also contains a list of media for containing plugin media (for example, for Convolution Reverb impulse responses).
Contains the Init bank data per platform. It also contains a list of plugins used by the project and a list of plugin media not referenced by any AuxBus.
Contains the media data per platform. For each platform, the whole WEM data is contained inside the asset. If you are using prefetch for streaming, the prefetch data will be included in a different data chunk and loaded automatically when the UAkMediaAsset is loaded. If the media is streaming only, the data chunk is not loaded in memory and is streamed from the hard drive by the I/O hook.
Media assets are named by ID (and not by the source file name) in order to simplify the retrieval of the assets in the I/O hook. However, hovering the media in the Content Browser reveals a friendlier name:
Same as UAkMediaAsset, but allows picking of only external source media in the Post Event blueprint ExternalSource info.
Typed version of UAkAudioType for RTPC / Game Parameters.
Typed version of UAkAudioType for Music Triggers.
Base class for Switch and State values. Adds GroupID (GUID) and GroupShortID to UAkAudioType.
Typed version of UAkGroupValue for State values.
Typed version of UAkGroupValue for Switch values.
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