The following modules are available for you to customize the Wwise Unreal Integration to suit your workflow.
Wwise Sound Engine Runtime Modules:
- AkAudio Module
The root module for most of the Integration’s user-facing features. Unless you want to customize your integration, there is generally no need to look beyond this module.
- Wwise Module
A simple module that links to all of the other optional modules.
- WwiseSoundEngine Module
At the lowest level, provides the bridging between the Wwise Sound Engine libraries and the Unreal project.
- WwiseFileHandler Module
Provides the Wwise Sound Engine with the media, SoundBanks, and external sources it needs, including handling requests from the Wwise Location Resolver and I/O Hook.
- WwiseResourceLoader Module
At a higher level, handles all Wwise object types and makes sure to properly interface with the WwiseFileHandler Module to load and unload the files for these Wwise objects. Uncooked Project and Editor Modules:
- WwiseProjectDatabase Module
Provides a memory-based database view of the current state of the Wwise project’s generated SoundBanks.
- WwiseResourceCooker Module
Converts Wwise Object Info structures to Cooked structures for the WwiseResourceLoader and copies a requested object’s files from the GeneratedSoundBanks to the Staging directory of the packaging process. Optional Modules:
- WwiseSimpleExternalSourceManager Module
A minimal External Source Manager implementation used in our internal testing, as well as in some of our projects, such as the Wwise Demo Game.
- AkAudioMixer Module
Allows a project to pipe the audio output, as well as audio submixes, from Unreal audio components to a Wwise project’s mixer.