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Wwise Unreal Integration Documentation
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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.
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
。
若收到错误消息(比如 Event ID not found: <id>
),则表示可能因为 Tree Shaking 而未将 Wwise Unreal 素材包含在数据包中。有关详细信息,请参阅 Packaging Requirements 章节。
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: