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Version
2021.1.14.8108
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
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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Here is a sample workflow using the integration when Event-Based Packaging is not used:
RequiredBank
property of each AkAudioEvent determines which AkAudioBank its content will be stored in. This property must be set for each AkAudioEvent used in the game. info |
Note: The first time banks are generated, you need to click Refresh All Banks by right-clicking on one of the AkAudioBank objects. |
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Note: Banks generated from the Unreal Editor can then be added to source control. This allow individuals without the Wwise application and project on their machine to still be able to work in the Unreal editor using existing BNK files from the game's Content folder. They could hook the AkAudioEvent objects at different places in the level, and they would be able to run the game. |
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Note: When using the workflow without Event-Based Packaging, you can't put any Unreal assets in your SoundBanks output path. |
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