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Wwise Unreal Integration Documentation
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The Wwise Authoring API communicates with the Wwise Authoring application. Through WAAPI, the Unreal integration can request and alter information about the Wwise project during a session if Unreal and Wwise Authoring are both running, and Unreal is connected to WAAPI.
For more information on WAAPI and its features, refer to https://www.audiokinetic.com/library/edge/?source=SDK&id=waapi.html.
Note: WAAPI is only available on Windows and Mac in the Editor. |
After you integrate Wwise into your Unreal project, you must update an Unreal configuration setting to connect to WAAPI.
To enable WAAPI in your Unreal project:
For WAAPI-enabled features to run, the Wwise project opened in the Wwise Authoring application must match the project defined by the Wwise Project Path in the Integration Settings.
The IP address and port used to connect to WAAPI are configurable in the Wwise User Settings:
An Unreal wrapper class for the WAAPI C++ sample client is provided as part of the AkAudio module.
In order to be able to use it, you first must add the AkAudio module as a dependency to your game, by following the steps outlined in Unreal Engine C++ Projects. Once this is done, the FAkWaapiClient
class will be available.
You can also use the low-level WwiseAuthoring module bundled in the WwiseSoundEngine plug-in. This module is Editor-specific.
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