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https://www.dropbox.com/home/Screenshots?preview=Screenshot+2016-09-22+23.41.10.png

Hello,

 I am a student and I am new to wwise and unreal. I am trying to replace the spawn sound attached nodes with audiokinetic nodes. Basically trying to figure out a way to implement my sounds with wwise instead of the unreal audio components. Any clue to how to do this would be so extremely helpful. the screen shots shows what i'm working with.

 

Thank you!

in General Discussion by Danielle P. (100 points)

1 Answer

0 votes

Hi Danielle,

I'm new to Unreal and Wwise as well and have been working with the two to gain an understanding of how the two work together. If I'm not mistaken, there are a few ways to do what you're after. To begin with, make sure you've actually created the event (Play, Stop etc.) in Wwise. These events should show up in the Wwise picker in Unreal once you've made the 'connection' between the Unreal project and the Wwise project. Once this is done, drag the events that are visible in Wwise picker into a Wwise folder you should create to help you manage all your game related audio events. On the Wwise side, go into the SoundBank view and generate the sound banks that the game requires. You will also need to generate sound banks in Unreal to be able to access. This is a good video to look at to get you started. You can also have a look at some tutorials here as well as the Audiokinetic YouTube channel. I haven't given you complete step-by-step instructions simply because it would be far too much to read. You're better off going through some of the videos and you'll be creating events and playing them on your own in a an hour or two at the most. Hope this helps

Amit.

by Amit B. (180 points)
Hey guys I made a tutorial series a few months back.

https://www.youtube.com/watch?v=Nc49gjHh7aI&list=PLXcN8H6bykzFm3CUmAELdXm0Xhhv-Onxp

The installation videos are dated but everything else still applies
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