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When you prepare audio files for use in game projects, you may use one or more audio editors to accomplish your tasks. After you have integrated these audio files into your project, however, you may want to edit them further. For example, you might want to cut off the end of a too-long speech, or add a note to a whistled tune. Wwise gives you the option of selecting any audio file you have already imported into your project and opening it directly in any of your favorite audio editors. In this way, you can tweak a file even after it has been integrated into your project.
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To use an external editor with Wwise, you must first specify each editor you want to use in the User Preferences. For more information, refer to Managing external editors for audio. |
If you have the necessary permissions, you can select imported audio files displayed in the Project Explorer and open them directly in your choice of external audio file editor. For more information on file permissions, refer to Using Wwise with your source control system.
To edit an audio file in an external editor:
In the Audio tab of the Project Explorer, select one or more sound objects, a container, or a source in the Contents Editor, then either:
Use the keyboard shortcut Ctrl+E to open the files in the default External Editor.
Right-click and select Edit in External Editor, then choose an External Editor.
The object's audio files open in the selected editor.
After you have finished editing the file, save it to the same path and name of the original file:
Sounds: [ProjectName]\Originals\SFX\
Voices: [ProjectName]\Originals\Voices\[Language]\
The edited media file is now ready to be played back in Wwise.
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