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Wwise Unreal Integration Documentation
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Starting with version 5.1, Unreal includes a tool called AudioLink. When you are developing audio for Unreal games, you can use Wwise or Unreal exclusively or, through AudioLink, use both systems together. This flexibility gives users the ability to create some sounds in Unreal during game development, but also use Wwise for advanced audio effects such as Spatial Audio.
In the context of the Wwise Unreal 集成, AudioLink can help two types of user:
AudioLink is an alternative to Wwise's AkAudioMixer module and functions differently: AkAudioMixer
works with mixes and submixes, while AudioLink works with objects. AudioLink therefore provides more granular control than AkAudioMixer
because you can target any single sound, all sounds, or submixes. Through AudioLink, you can assign individual Unreal objects to individual Wwise objects.
In addition, after you enable AudioLink and configure your Unreal and Wwise projects appropriately, you can then listen to audio in Unreal and monitor the audio with the Wwise Profiler simultaneously.
There are several options for audio routing available in the Unreal Project Settings.
To select an audio routing option:
info | 注記: This option might not be compatible with all platforms. |
AkAudioMixer
to route Unreal submixes to a Wwise SoundEngine input. Refer to Using the AkAudioMixer Module for more information.info | 注記: After you select an option, do not change it. If you do, any existing AudioLink components will stop working. |
AudioLink configuration settings determine its default behavior when enabled. The integration uses these default values unless there is an override asset associated with a particular Event (as described in Overriding Default AudioLink Properties).
Before you begin the following procedure, set up an Audio Input Source Plug-in in Wwise and create a Wwise "Play" Event that uses a Sound SFX with Audio Input as the source. This Event is required to ensure that the audio routing works correctly.
To set default AudioLink properties:
You can create separate AudioLink assets for individual Wwise Events, which override the default settings.
To override default AudioLink properties:
As with many aspects of the integration and Wwise in general, there are different ways to achieve the desired results. For example, you can create separate AudioLink assets for individual Wwise Events, which you can then use in Blueprints to play sounds and music as required.
To use AudioLink on an audio asset:
At this point, you can connect multiple Events to the same Blueprint or to others, and test the audio in Wwise through the Wwise Profiler.
There are other ways to work with AudioLink. Refer to the Adventures With AudioLink blog post for some more examples.