The Wwise Unreal Integration adds various options to the Unreal Editor. You can use the additional options to perform important tasks, which are described in the following sections:
- Managing Wwise and Unreal Assets. When you update Assets in Wwise Authoring, corresponding Unreal Assets are automatically updated. If a WAAPI connection is enabled, any deletions or name changes through the Wwise Browser in Unreal are also applied to the Wwise project.
- Managing Assets with the Wwise Browser. The Wwise Browser is a viewer that you can use to drag Wwise objects into Unreal, preview sounds, rename objects, and delete objects. Changes you make in Unreal also apply to the Wwise project.
- Reconciling Wwise UAssets. Use the Wwise Browser or a Commandlet to update the UAssets of your project with your changes in the Wwise project.
- Working with Reverb. Use the
AkLateReverbComponent
to assign aux busses and drive global reverb RTPCs.
- Visualizing Radii. When you update
AkAmbientSound
assets in Wwise Authoring, you can see the radii change in Unreal.
- Using the Editor Listener. Use the Editor Listener to preview positioned audio and 3D-spatialized sounds.
- Testing with Multiple Play In Editor and Wwise Instances. Run multiple Play In Editor sessions with separate Wwise instances.