menu
 

Audiokinetic의 커뮤니티 Q&A는 사용자가 Wwise와 Strata 커뮤니티 내에서 서로 질문과 답변을 하는 포럼입니다. Audiokinetic의 기술 지원팀에게 문의하고 싶으신 경우 지원 티켓 페이지를 사용해주세요.

+1 투표
Hello!

How can I load banks in UE4? I can't drag and drop them directly from wwise as shown in a video tutorial, can't do it manually - UE4 just can't see them.

It's integrated, I can create specific wwise assets in content browser and in blueprints, drag&drop events to content browser works great, but I don't what to do with sound banks. And remote connections can't work as well.

 

Thank you!

Marcin Sobczak
General Discussion Marcin S. (280 포인트) 로 부터

1 답변

–2 투표
 
우수 답변

In UE4, SoundBank creation and management is done within the Unreal Editor. Here is the typical workflow to hear a sound in your game:

  1. Drag & Drop an event from Wwise to the content browser
  2. Use this event in your game (in Blueprints, by placing it in a scene, etc.)
  3. In the content browser, create a new AkBank Game Object, and give it the name you want.
  4. In the content browser, double-click the event you created in step 1. In the window that pops up, choose the bank you created in step 3.
  5. From the build sub-menu, select "Generate SoundBanks"
  6. Play your game

You should hear the sound associated to your event. Note that multiple events can reference the same SoundBank. For more workflow hints, you can refer to the help file, under section "Wwise Unreal Integration > Using the Integration > Workflow"

Benoit S. (Audiokinetic) (16.0k 포인트) 로 부터
선택됨 Claude B. (Audiokinetic) 로 부터
Thank you very much!
Hi,

Even if this is the normal flow to work with SoundBanks in UE4, is there any way to actually import Wwise created SoundBanks into UE4 without the need of manually assigning events into banks into the editor?

The reason I'm asking this is because editing sound banks on Wwise is much simpler, you have more info (i.e. data size), and you have more information if any error occurs during the generation process.

Thanks in advance

Marçal
...