版本

menu_open
Wwise Unreal Integration Documentation
常见问题解答

在烘焙或通过 Unreal Editor 生成 Bank 时会将其生成到哪里?

The Soundbanks are generated at the Root Output Path specified your Wwise Project Settings.

If you are migrating a project that uses the Legacy workflow, make sure the platform-specific SoundBank Paths do not point to locations within the Unreal project's Content folder.

我能使用 Wwise SoundEngine 调试库来调试代码吗?

在默认情况下,Unreal Engine 不使用 C 运行时调试库,但是 Wwise 会使用该库。您这样操作的话在调试时可能会导致链接错误。正因如此,Wwise Unreal 集成 才会使用 Profile 库。若想链接到 Wwise 调试库,请直接在以下文件中将 bDebugBuildsActuallyUseDebugCRT 变量设为 true<UE_ROOT>/Engine/Source/Programs/UnrealBuildTool/Configuration/BuildConfiguration.cs

为什么在运行打包好的游戏时没有播放所有的声音?

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 can't I post an Event by using its name after its SoundBank was loaded?

Previously, an AkBank asset loaded a certain number of UObjects, including the associated Events and Media. In the Wwise Unreal 集成 2022.1 and higher, even after a User-defined SoundBank is loaded, the UAkAudioEvent asset retrieves the associated data and determines exactly what it needs to correctly load, unload, prepare and unprepare Media, manage streamed files or External Sources, load Switch Containers, and so on.

Using the UAkAudioEvent asset or the LoadData function ensures that the required resources (.bnk and .wem files) are loaded. Refer to the Wwise Unreal 素材 page, and the documentation section on 了解 Wwise Unreal 集成 模块 for more details.

Note that the following SoundBank Blueprint Functions were removed in 2022.1:

  • Clear Banks
  • Load Bank
  • Load Bank Async
  • Unload Bank
  • Unload Bank Async

此页面对您是否有帮助?

需要技术支持?

仍有疑问?或者问题?需要更多信息?欢迎联系我们,我们可以提供帮助!

查看我们的“技术支持”页面

介绍一下自己的项目。我们会竭力为您提供帮助。

来注册自己的项目,我们帮您快速入门,不带任何附加条件!

开始 Wwise 之旅