Community Q&A

Welcome to Audiokinetic’s community-driven Q&A forum. This is the place where Wwise and Strata users help each other out. For direct help from our team, please use the Support Tickets page. To report a bug, use the Bug Report option in the Audiokinetic Launcher. (Note that Bug Reports submitted to the Q&A forum will be rejected. Using our dedicated Bug Report system ensures your report is seen by the right people and has the best chance of being fixed.)

To get the best answers quickly, follow these tips when posting a question:

  • Be Specific: What are you trying to achieve, or what specific issue are you running into?
  • Include Key Details: Include details like your Wwise and game engine versions, operating system, etc.
  • Explain What You've Tried: Let others know what troubleshooting steps you've already taken.
  • Focus on the Facts: Describe the technical facts of your issue. Focusing on the problem helps others find a solution quickly.

0 votes
hi!

I've been testing out the recent wwise 2022.1.0.7985 preview release with our UE5 project and there is a lot of neat changes to the unreal integration that makes our current setup easier to manage now with the addition of the WWISESOUNDENGINE_API that expose those calls outside of the AkAudio module. We have been injecting a custom class inside AkAudio that expose functions to our own module but this would no longer be necessary if it was not for these two things:

1. We are currently using the FAkComponentCallbackManager to handle our event callbacks, and since this is not exposed outside AkAudio we need our injected class still.
We could use FAkAudioDevice::RegisterComponent(AkGameObjectID GameObjectID) to make use of the callback manager but then we cannot have any identifying names on our components so the request is if we could add a argument to
set the name of the registered component with this function? Our custom audio components are not inheriting UAkComponent so we cannot use FAkAudioDevice::RegisterComponent(UAkComponent * in_pComponent).
Another solution for us would be if FAkComponentCallbackManager was exposed outside of AkAudio.

2. We are using AkGenerateSoundBanksTask::CreateAndExecuteTask(const AkSoundBankGenerationManager::FInitParameters& InitParameters) in order to bind sound bank generation to a keyboard shortcut.
The request here is to either add a keyboard shortcut for soundbank generation to the wwise plugin or expose function calls that would make it possible to do this outside of AkAudio.

Although I have only scratched the surface of this new wwise version I really enjoy the new tab layout and the new asset management in unreal seems much more stable already, having the auto-defined banks in wwise feels like a great approach that I believe will fit our workflow. Great work!
in Feature Requests by Christian V. (100 points)

Please sign-in or register to answer this question.

...