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2024.1.4.8780
2023.1.12.8706
2022.1.18.8567
2021.1.14.8108
2019.2.15.7667
2019.1.11.7296
2018.1.11.6987
2017.2.10.6745
2017.1.9.6501
2016.2.6.6153
2015.1.9.5624
Wwise Unreal Integration Documentation
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This tutorial explains how to add an AkAmbientSound asset to an Unreal level to play a looping ambient sound from Wwise.
To prepare for this tutorial:
GeneratedSoundBanks
folder and click Select Folder.An easy way to add sounds from Wwise to Unreal is by adding an AkAmbientSound asset to a level. In this case, the AkAmbientSound asset is the emitter, so if you are using Spatial Audio, objects in the level can obstruct the sound. The sound also stops playing when the character exits the level.
To add an ambient sound:
From the Wwise Browser, drag the Event that plays the ambient sound into the Level Editor. An AkAmbientSound Actor is created in the level, and a uasset
of the Event is created in the Default Asset Creation Path.
Select the newly created AkAmbientSound (1), and in the Details panel, select Auto Post (2).
When you press Play in the Unreal Editor, you can now hear the ambient sound.
At this point, you can hear the ambient sound as you move around the level. However, if you move the character behind an obstacle in the level, the sound fades out because of occlusion, which is enabled by default. You can disable occlusion, which might be desirable for sounds like ambience or music.
To disable occlusion:
Select the AkAmbientSound Actor in the level.
In the Details panel, under Ak Component > Occlusion, set the Occlusion Refresh Interval to 0.
You can now hear the ambient sound anywhere in the level.