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Wwise Unreal Integration Documentation
Frequently Asked Questions

Where are banks located when I generate them from the Unreal editor or when cooking?

By default, they are located in the following location:

UE/[GameName]/Content/WwiseAudio/[Platform]

Some banks containing language assets might be in language-specific folders.

Why does SoundBank generation in Unreal create more banks than SoundBank generation in Wwise?

When importing a SoundBank definition file, Unreal might ask Wwise to generate banks that do not exist in the Wwise project. If you want the Unreal-generated bank to persist in the Wwise project, add the command-line argument -Save when you import the SoundBank definition file.

Can I debug my code using the Wwise SoundEngine debug libraries?

Yes. You can use the Debug or DebugGame build configuration states in Unreal, which use the Wwise SoundEngine debug libraries. Refer to Unreal and Wwise SoundEngine Configurations for more information.

Why don't all of my sounds play when I run a packaged game?

If you receive an error such as Event ID not found: <id>, it is likely that a Wwise Unreal asset was excluded from the package due to "tree shaking." Refer to Packaging Requirements for more information.

Why do I receive errors about geometry that is "not watertight"?

If you are working with Spatial Audio Rooms, you might encounter the following error: AK::SpatialAudio::SetGeometryInstance or AK::SpatialAudio::SetRoom: Geometry instances which are not watertight cannot be used for the definition of a room. This error occurs if there are openings in the geometry of the Room, even if these openings are so small that they are not immediately visible in the Unreal Editor.

"Watertight" geometry does not contain any holes, and Spatial Audio Rooms must be watertight to function correctly.

To solve this problem, try the following solutions:

  • Look carefully for small holes or gaps in the geometry in the Unreal Editor, especially if you used Unreal's Geometry Brushes to create the affected Room.
  • Look for boundary edges (edges connected to only a single triangle) on the Spatial Audio object to identify areas that contain holes. In the Unreal Editor, ensure that Enable Diffraction on Boundary Edges is selected for the affected Spatial Audio object (AkGeometryComponent or AkSurfaceReflectorCSetComponent) and view the object in the Editor. Boundary edges appear as blue lines on the object.

See Room Containment for more information about Room geometry.


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