wwise unreal integration - documentation & help · initial setup initialization settings note:...
TRANSCRIPT
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MainPage
WwiseUnrealIntegration
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Requirements
UnrealEngine
EachreleaseoftheUnrealWwiseplug-iniscustomizedforcertainversionsoftheUnrealEngine.BesuretouseoneofthesupportedversionsoftheUnrealEngine,asindicatedinWhat'sNew?
ThelatestsupportedUnrealversionforthisplug-inisUnrealEngine4.18.
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WwiseThisplug-inisbasedonWwise2017.2.1build6524.;whileitispossibletouseanalternateversionoftheWwiseSDK,modificationstotheplug-incodemaybenecessary.
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PlatformsThisplug-inhasbeentestedonWindows,Mac,Linux(SteamOS),XboxOne,PlayStation4,Android,andiOS.Modificationsmayberequiredtotargetotherplatforms.
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DevelopmentEnvironmentSetupPleaserefertotheUE4documentation:
"DownloadingUnrealEngineSourceCode""SettingUpVisualStudioforUE4""BuildingUnrealEnginefromSource"
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MainPage
WwiseUnrealIntegration
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InstallationBeforeproceeding,reviewtheRequirementspageandmakesuretheappropriateversionsoftheUnrealEngine,UnrealWwiseplug-in,andWwiseareused.
ThisUE4integrationpackagecontainsfilesrelatedtotheWwiseplug-inonly;itdoesnotcontaintheentireUnrealEnginesourcecode,northeWwiseSDK.
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InstallationProcedureTherearetwowaysofinstallingtheUnrealWwiseplug-in:eitherasagameplug-inorasanengineplug-in-notboth.
Note:Formoreinformationonthedifferencebetweenengineandgameplug-ins(sometimesreferredtoas"installed"plug-ins),pleaserefertotheUnrealEngineWiki.
InstallingtheWwiseUnrealPlug-inasaGamePlug-in
Installingasagameplug-inishandledbytheWwiseLauncher.PleaseopentheLaunchertotheUNREALENGINEtabandfindyourUnrealproject.Ifit'snotthere,thenclickBrowseforproject...tofindtheUPROJECTfileandaddtheprojecttotheLauncher.Onceit'slisted,clickIntegrateWwiseintoProject...fortheUnrealproject.TheLauncherwillguideyoutospecifyallthenecessaryinformationtosuccessfullyintegratetheWwiseplug-inintoyourproject.Alternatively,youcanaccomplishthesamethingusingofflineintegrationfiles,whicharedownloadedviatheUNREALENGINEtabmenu.
ManagingWwisePlug-ins
Therearevariousplug-insavailableforWwise,whichneedtobeinstalledcorrectlyinordertobeusedintheUnrealWwiseplug-in.Plug-insforWwisearemanagedviatheWwiseLauncher.Formoreinformationonmanagingplug-insforWwise,refertothePLUG-INSsectionoftheInstallationandMigrationGuide.
Note:Ifthereareplug-insmissingfromyourWwiseinstallationwhenyouusetheWwiseUnrealplug-in,youwillseethefollowingerror:LogAkAudio:Error:Couldnotfindplugindynamiclibrary.
InstallingtheWwiseUnrealPlug-inasanEnginePlug-in
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Note:InstallingtheWwiseplug-inforUnrealasanengineplug-inisintendedforexpertusersonly.
Toinstallasanengineplug-in,youmustfirstdownloadtheintegrationfromtheLauncher.GototheUNREALENGINEtabandselecttheDownloadWwiseIntegrationtouseasanengineplug-in...optionfromthetab'smenu.
Then,followthesesteps:
1. Copythe"Wwise"UE4Integrationfoldertothe"Plugins"folder.Copythe"Wwise"UE4Integrationfolderto…/<UE4installationdirectory>/Engine/Plugins.
2. SincetheWwiseUE4integrationmayneedtoberebuiltontheflybytheUnrealEditorduringthepackagingprocess,severalfoldersfromtheWwiseSDKinstallationfoldermustbecopiedintothe"Wwise"plug-infolderhierarchy.Thefollowingfoldersarerequired:
Source:C:\ProgramFiles(x86)\Audiokinetic\Wwise2017.2.1build6524.\SDK\include\*.*
Destination:.../Plugins/Wwise/ThirdParty/include
Source:C:\ProgramFiles(x86)\Audiokinetic\Wwise2017.2.1build6524.\SDK\Win32_*\*.*
Destination:.../Plugins/Wwise/ThirdParty/Win32_*
Source:C:\ProgramFiles(x86)\Audiokinetic\Wwise2017.2.1build6524.\SDK\x64_*\*.*
Destination:.../Plugins/Wwise/ThirdParty/x64_*
Source:C:\ProgramFiles(x86)\Audiokinetic\Wwise2017.2.1
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build6524.\SDK\Mac\*.*
Destination:.../Plugins/Wwise/ThirdParty/Mac3. YouthenneedtoopenyourprojectandgotoEdit>Plugins>
AudioandselecttheEnablecheckboxunder"WwiseUnrealEngine4integration".
ForAndroid,iOS,Linux,PlayStation4,andXboxOne,thelibrariesmustalsobecopied:
Source:C:\ProgramFiles(x86)\Audiokinetic\Wwise2017.2.1build6524.\SDK\<YourPlatform>\*.*
Destination:.../Plugins/Wwise/ThirdParty/<YourPlatform>
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MainPage
WwiseUnrealIntegration
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Buildingtheplug-in
PreprocessorDefines
Thefollowingpreprocessordefinesareintroducedtocontroltheintegrationfeatures:
AK_USE_UNREAL_IOLocatedin…\Plugins\Wwise\Source\AkAudio\AkAudio.Build.cs.Thissetting,whichisenabledbydefault,causesallIOrequestsfromtheWwisesoundenginetoberoutedintheUnrealIOsystem.Whennotenabled,thestandardWwiselow-levelI/Oisused.
AK_SOUNDFRAMELocatedin…\Plugins\Wwise\Source\AkAudio\AkAudio.Build.cs.ThissettingprovidesbasicSoundFramesupporttoactivateUnrealEditorfeatures,suchasRadiusdisplay,thatrequirecommunicationwiththeWwiseAuthoringApplication.Enabledbydefault,exceptintheShipconfiguration.ThisoptionisnotavailableonMacOSX.
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BuildingtheUnrealWwiseplug-infromsourceIftheinstallationstepsoutlinedinInstallationhavebeenfollowedcorrectly,rebuildingtheUnrealWwiseplug-inisdonethesamewayasrebuildingtheUnrealEngine.Foramoredetaileddescriptionofthisprocess,pleaseconsulttheUnrealEnginedocumentation.
Formoreinformationonpluginswithsourcecode,pleaserefertotheUnrealEnginedocumentation.
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WwiseUnrealIntegration
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UsingtheIntegrationInitialSetupHowtosetupusingWwiseafterbuildingUnrealwiththeintegration.
WorkflowAbasicworkflowtogetstarted.
UE4C++projectsAquickoverviewtogetstartedusingaC++project.
SampleGameAquickoverviewoftheUnrealWwiseDemogamedemonstratingtheintegrationfeatures.
FeaturesSurveyofthefeaturesintroducedbytheintegration.
FrequentlyAskedQuestionsAnswerstothemostfrequentlyaskedquestions.
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WwiseUnrealIntegration»UsingtheIntegration
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InitialSetup
Initializationsettings
Note:AllsettingsrelatedtotheWwiseIntegrationcanbefoundintheUnrealProjectSettings,undertheWwisesectionoftheplug-inssection.
MaxSimultaneousReverbVolumesThemaximumnumberofAkReverbVolumesthatcanaffectasound.SettingthistozerodisablesallAkReverbVolumesingame.
WwiseWindowsInstallationPathThelocationoftheWwiseAuthoringApplicationonyourWindowsdevelopmentmachine.ThisoptionwillneedtobeupdatedwhenanewversionoftheWwiseAuthoringApplicationisrequiredbytheintegrationchanges.
WwiseMacInstallationPathThelocationoftheWwiseAuthoringApplicationonyourMacOSXdevelopmentmachine.ThisoptionwillneedtobeupdatedwhenanewversionoftheWwiseAuthoringApplicationisrequiredbytheintegrationchanges.
WwiseProjectPathThelocationoftheWwiseprojectfortheUE4game.TheWwiseintegrationrequiresthispathtocreatetheWwiseassetsrequiredforthegameusingtheGenerateSoundBanksfunctionwithintheUnrealContentBrowser(orBuildmenu).Thispathisrelativetotheeditor'sexecutabledirectory(usually<UE4_installation_directory>/Engine/Binaries/Win64),asgivenbyFPlatformProcess::BaseDir()intheUnrealEngine.
Ifthesepathsarenotcorrectlyset,UnrealwillfailtogeneratetheWwiseSoundBanksrequiredforthegame.
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InitializingtheSoundEngineTheSoundEngineinitializationstepsareperformedintheFAkAudioDevice::EnsureInitialized()method.Inthismethod,thememory,streaming,IO,soundengine,platform,musicengine,andcommunicationsettingscanbeconfigured.
Plug-inscanberegisteredbyincludingtheirassociatedplug-infactoryheaderfilein.../Plugins/Wwise/Source/AkAudio/Private/AkAudioDevice.cppunderthelinesaying://Addadditionalplug-inshere.
Linkingagainstaplug-in'slibrarycanbedonebyaddingacalltotheAddWwiseLib()functionfortheplug-inin.../Plugins/Wwise/Source/AkAudio/AkAudio.Build.cs,neartheotherplug-ins.Oncethisiscomplete,theUE4gameprojectwillhavetoberebuiltfromitsVisualStudiosolutionorXcodeworkspace.
PleasenotethatalimitationinUnrealEngine4preventsrebuildinganUnrealplug-infromaContent-only(Blueprint)project.Therefore,third-partyWwiseDSPplug-insarenotavailableinaContent-only(Blueprint)project,asthismethodrequiresrebuildingtheWwiseUnrealplug-in.
FormoreinformationonSoundEngineinitialization,refertotheInitializetheDifferentModulesoftheSoundEnginesectionintheWwiseSDKdocumentation.
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WwiseUnrealIntegration»UsingtheIntegration
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WorkflowHereisasampleworkflowusingtheintegration:
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1)CreateaWwiseprojectCreateaWwiseprojectforthisgameusingtheWwiseAuthoringApplication.SomeEventsarecreated,butnoSoundBanksneedtobecreatedyet.
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2)AddAkAudioEventobjectstoUnrealpackagesIntheUnrealContentBrowser,addAkAudioEventobjectstopackages.
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3)ReferenceAkAudioEventobjectsinalevelAkAudioEventobjectscannowbereferencedinalevel,suchasinusingWwise-specificBlueprintFunctionsorAkAmbientSoundobjects.
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4)AddAkAudioBankobjectsTheWwiseassetsassociatedwithAkAudioEventobjectcanbedistributedacrossanynumberofAkAudioBankobjects.UsingtheUnrealContentBrowser,addAkAudioBankobjectsasrequired.
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5)SettheRequiredBankpropertyforeachAkAudioEventTheRequiredBankpropertyofeachAkAudioEventdetermineswhichAkAudioBankitscontentwillbestoredin.ThispropertymustbesetforeachAkAudioEventusedinthegame.
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6)GenerateSoundBanks(forplay-in-editor)FromtheBuildmenu,selecttheGenerateSoundBanksoption,andthenselectallbankstobegenerated,andclickOK.TherequiredSoundBanksaregenerated.Afterthebanksaregeneratedatleastonce,itispossibletoplaysoundsintheeditor.
Note:Thefirsttimebanksaregenerated,youneedtoclickRefreshAllBanksbyright-clickingononeoftheAkAudioBankobjects.
BanksgeneratedfromtheUnrealEditorcanthenbeaddedtosourcecontrol.ThisallowindividualswithouttheWwiseapplicationandprojectontheirmachinetostillbeabletoworkintheUnrealeditorusingexistingBNKfilesfromthegame'sContentfolder.TheycouldhooktheAkAudioEventobjectsatdifferentplacesinthelevel,andtheywouldbeabletorunthegame.
Whennewbanksaregenerated,clickRefreshAllBanksintheContentBrowser'sAkAudioBanktoloadthenewlycreatedbanks.
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WwiseUnrealIntegration»UsingtheIntegration
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UE4C++projects
LinkingwiththeAkAudioModule
TheAkAudiomodulemustbelinkedwithtouseWwise'sfunctionalitywithinaC++project.Thismustbedonewithinyourproject'smodulefile(.build.cs).
Forexample:
publicclassMyModule:ModuleRules
{
publicMyModule(ReadOnlyTargetRulesTarget):base(Target)
{
PublicDependencyModuleNames.AddRange(newstring
//Othersettings
}
}
Note:AllAK::SoundEnginecallsarecurrentlymadefromAkAudioDeviceandmustbemadefromwithintheAkAudiomodule.UsersmustextendthefunctionalitywithintheAkAudiomoduletoexposerequiredWwisefunctionality.
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WwiseUnrealIntegration»UsingtheIntegration
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SampleGameAsamplegamecontainingtheWwiseUE4IntegrationisavailabletodownloadintheWwiseLauncher.PleaserefertotheLauncher.
Thegame'smapprovidesseveraldemonstrationstations.
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GenerationoftheSoundBanks
Note:GenerateSoundBanksforthisprojectfromtheWwiseDemoGameUnrealEditor.
1. OpentheWwiseDemoGameintheUnrealEditor.2. Fromthetoolbar,clickthearrownexttoBuildandselectGenerate
SoundBanks...fromtheAudiokineticcategory.3. SelectalltheSoundBanksandthedesiredplatformsandclickOK.
Oncompletion,theresultingcontentisvisiblein.../WwiseDemoGame/Content/WwiseAudio.
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MapContents
AkEventAnimationNotify
AnAnimationNotifycanbeusedtopostAkEventstotheSoundEngine.AdemonstrationofitsusecanbeseenintheFPP_Fireanimation.
AmbientDemo
ThisareaofthemapdemonstratestheuseoftheAkAmbientSoundactor.TheAmbientNoise_SpatializedambientemitterinthelevelisstartedbyaStartAllAmbientSoundsnodeintheLevelBlueprint.Tohelplocatetheactor,itsattenuationsphereisdrawninyellowwhenplayingthegame.
TheEventusedbythisemitterispartoftheAmbientBankSoundBank,whichisautomaticallyloadedthankstotheAutoLoadflagsetonitsAkAudioBankasset.
Thisareaalsohelpstodemonstratetheocclusionfeature.Bynavigatingtheplayerpawnbehindthewallsituatedclosetotheambientsound(makingsuretostaywithintheyellowzone),orbehindthebigboxinthesphere,theeffectsofocclusiononthesoundcanbeheard.Occlusionisenabledonthesoundbysettingitintheinthe"AmbientSoundhandling"(red)sectionoftheBlueprintlevel.
SequencerDemo
ThissectionofthemapdemonstratestheuseofEventandRTPCtracksintheWwiseDemoSequenceasset.OpeningthelevelsequenceintheSequencereditorshowsthattheEventtrackplaysadrumbeattargetingthemovingcube,whiletheDrumKitModulationgameparameterisdrivenbytheRTPCtrack.
RTPCDemo
ThissectionofthemapdemonstratesuseoftheSetRTPCValuenode
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targetinganactor,intheLevelBlueprint(inthegreencommentsections).Themousescrollwheel(theupanddownD-padbuttonsonagamepad,andatwo-fingerswipeonatouchscreen)istiedtoavariablethatisfedasthe"Velocity"GameParameter,whichcontrolsthepitchoftheVelocityLoopsoundintheWwiseproject.
The"CreateRTPCbuttonEventdispatchers"sectionofthelevelBlueprintalsoshowshowtomanuallyloadandunloadtheVelocityBank(whoseAuto-Loadisunselected),usingtheLoadBankandUnloadBankBlueprintnodes.ItalsodemonstrateshowtopostanEventthattargetsanactor,usingthePostEventnode.
ReverbDemo
ThissectionofthemapdemonstratesuseofAkReverbVolume.Insidethesphericalcave,anAkReverbVolumeisusedtoaddaReverbEffecttotheweaponsound.Notethattheactoremittingthesoundcanbesettoignorethereverbvolumesfeature.Thisisdoneinthe"Variableinitializations"sectionoftheBlueprintlevel.
SwitchDemo
ThissectionofthemapdemonstrateshowtosetaSwitchusingblueprints(inthe"SwitchLogic"sectionoftheBlueprintlevel).Usingthebutton(seeinstructionsonthewallinfrontofthebutton)poststheEventtotheSoundEngine.PressingLorHonthekeyboard(D-Padleftandrightonagamepad,threeandfourfingertapsonatouchscreen)changestheswitchvalue.
WAAPIWidgetsDemo
ThissectionofthemapdemonstrateshowtousetheWAAPIUMGWidgetstocontrolWwisedirectlyfromyourgame.
ThedemoontheleftwallillustrateshowtouseUnrealEngine'sbuilt-inwidgetsalongwithBlueprintscriptingtocontrolWwise.Thekeyboardinstep1changesthetextintheEditableTextBox.Whenthattextischanged,aWAAPICallismadeusingWAAPIBlueprintFunctionstosearchforitemsinWwisematchingtheenteredtext(ascanbeseenin
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step2),asisshowninthe"Searchforanitem"sectionintheWidget'sGraph.WAAPIreturnsthelistofmatchingitemsinaJSONobjects,whichisthenparsedtopopulatethecomboboxfoundinstep3.Onceanitemisselected,itispossibletoplayorstopitusingthebuttons.TheBlueprintscripttocontrolthisbehaviourisfoundinthe"Play/Stop"theselecteditemsectionoftheWidget'sGraph.
Note:DuetoanUnrealEngineknownissueontheMacplatform,updatingComboBoxvaluesina3Dwidgetdoesnotwork.Youcanstillexperiencethedemousingthe2Dversionofthesewidgets,availablebypressing"P"ingame.
ThedemoonthebackwalldemonstrateshowtheAkWwiseTreeandAkItemBoolPropertieswidgetscanbeusedtocontrolaAkCheckBox.ThetreecanbeusedtofindaWwiseobjecttocontrol.Thatitemcanbedragged&droppedontotheUECheckboxortheAkCheckboxtosettheitemthecheckboxcontrols.ThesamehastobedonewiththeBoolPropertiespicker.Oncetheitemandthepropertyhavebeensetonthecheckboxes,youmayusethemtoenableordisablethepropertydirectlyinWwise.ChangingthepropertyinWwisewillalsobereflectedonbothcheckboxes.TheUECheckboxshowcaseshowyoucanusethebuilt-inCheckboxwidgetandBlueprintscriptingtoaccomplishthis.TheAkCheckboxshowsthattheexactsamebehaviourcanbeaccomplishedwithoutanyBlueprintscripting.
ThedemoontherightwallisverysimilartothepreviousCheckboxdemo,butshowshowtouseaAkWwiseTreeandaAkItemPropertiestocontrolaAkSlider.
Notethatallthreedemosarealsoavailableinnormal2dUMGwidgetsbypressingthe"P"keyonyourkeyboardduringgameplay.
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MainPage
WwiseUnrealIntegration»UsingtheIntegration
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FeaturesThefollowingsectionsgiveanoverviewoftheelementsthattheintegrationbringstoUnreal.
UnrealObjectsUnrealObjectsintroducedtoexposebaseWwiseconcepts.
EditorIntegrationWAAPI-enabledworkflowenhancementstotheEditor.
BlueprintFunctionsBlueprintfunctionsavailableinvisualscripting.
AnimationAnimationNotifyforEvents.
LevelSequencerSequencerTracksforEventsandRTPC.
MatineeMatineeTracksforEventsandRTPC.
OcclusionOcclusionsupport.
WwiseAuthoringAPI(WAAPI)WwiseAuthoringAPI(WAAPI)
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WwiseUnrealIntegration»UsingtheIntegration»Features
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UnrealObjectsSpatialAudioObjectsWAAPIWidgets
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AkAudioEventUnrealobjectrepresentingaWwiseEvent.Canbecreatedeitherbydrag-and-dropfromtheWwisePickerorbyright-clickingintheUnrealContentBrowser.ItsnameshouldexactlymatchthenameofanEventintheWwiseProject.
PropertiesRequiredBank:SpecifiestheSoundBankthatcontainsthisEventalongwithitsstructuresandmedia.
UnrealContentBrowserContextMenuOptionsPlayEvent:PoststheEvent.StopEvent:StopsallcurrentlyplayingEvents.
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AkAuxBusUnrealobjectrepresentingaWwiseAuxiliaryBus.Canbecreatedeitherbydrag-and-dropfromtheWwisePicker,orbyright-clickingintheUnrealContentBrowser.ItsnameshouldexactlymatchthenameofanAuxiliaryBusintheWwiseProject.Thisallowstoaddplug-inmediatoaSoundBankfromwithintheUnrealEditor.
PropertiesRequiredBank:SpecifiestheSoundBankthatcontainsthisAuxiliaryBusalongwithitsassociatedplug-inmedia.
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AkAudioBankUnrealobjectrepresentingaWwiseSoundBank.Canbecreatedbyright-clickingintheUnrealContentBrowser.
PropertiesAutoLoad:Whenenabled,automaticallyloadsandunloadstheSoundBankalongwiththepackagereferencingit.Note:Enablingthisflagdoesnotinstantlyloadthebankintheeditor;itisonlyappliedonthenextpackageload.
UnrealContentBrowserContextMenuOptionsGenerateSelectedSoundBank(s)...:LaunchesadialogwindowwhereaSoundBankGenerationoperationcanbeperformedonalistofSoundBanks.LoadBank:LoadsthisSoundBank.UnloadBank:UnloadsthisSoundBank.ClearBanks:UnloadsallcurrentlyloadedSoundBanks,includingtheInitbank.LoadInitBank:LoadstheInitBank.ThisBankmustbeloadedpriortoanyotherSoundBank.RefreshAllBanks:Stopsallsounds;unloadsandthenloadsallcurrentlyloadedSoundBanks.
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AkAmbientSoundAkAmbientSoundisanAActorclassusedinthesamewayastheAAmbientSoundobjectthatissuppliedwiththedefaultUnrealAudiosystem.ItsplaybackiscontrolledeitherviaitsownobjectBlueprintfunctions,orbyusingtheglobalhelperfunctionsStartAllAmbientSoundsandStopAllAmbientSounds.AnAkAmbientSoundalsocontainsanAkComponent,whichhasitsownproperties.
PropertiesStopWhenOwnerIsDestroyed:Whenenabled,theEventisstoppedautomaticallywhentheAkAmbientSoundisdestroyed.AutoPost:AutomaticallyposttheassociatedAkAudioEventonBeginPlay.
BlueprintFunctionsStartAllAmbientSound:Startstheplaybackofallambientsounds.StartAmbientSound:Startstheplaybackoftheselectedambientsound.StopAllAmbientSound:Stopstheplaybackofallambientsounds.StopAmbientSound:Stopstheplaybackoftheselectedambientsound.
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AkReverbVolumeAkReverbVolumeisanAVolumeclassusedinasimilarwaytotheAReverbVolumeobjectthatissuppliedwiththedefaultUnrealAudiosystem.ItcanbespawnedfromanyBrushintheEditor.ThereverbeffectisobtainedviaanAkLateReverbComponent.
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AkLateReverbComponentThiscomponentcanbeaddedtoanyvolume,allowingtocreateareverbzonefromit.ThereverbeffectisobtainedbyassigningaWwiseAuxiliaryBustothecomponent,androutingallAkComponentsenteringthisvolumetotheassociatedWwiseAuxiliaryBus.Ifthereisvolumeoverlap,aPrioritypropertyisusedtodeterminewhichAuxiliaryBusesthetargetAkComponentisroutedto.Atemporalfadein/outEffectisappliedtotheleveloftheAuxiliaryBuswhenentering/exitingaAkReverbVolume.
PropertiesEnableLateReverb:Enablesordisablesthiscomponent.AuxBus:AkAuxBusassignedtothisvolume.Thisauxbusshouldenablegame-definedauxiliarysends.IfyouareusingLateReverbwithAkRoomComponentandAkAcousticPortal,italsoneedstoenablepositioningsetto3D.SendLevel:MaximumSendLevelassociatedwiththeWwiseAuxiliaryBus.FadeRate:Rateatwhichtofadein/outtheSendLevelofthecurrentLateReverbComponentwhenentering/exitingit,inpercentagepersecond(0.2willmakethefadetime5seconds).Priority:TheprecedenceinwhichtheLateReverbComponentswillbeapplied.Inthecaseofoverlappingvolumes,onlytheoneswiththehighestpriorityarechosen(thenumberofsimultaneousLateReverbComponentsisconfigurableintheUnrealEditorProjectSettingsunderPlugins>Wwise).IftwoormoreoverlappingLateReverbComponentshavethesamepriority,thechosenLateReverbComponentsisunpredictable.
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AkComponentAkComponentisderivedfromUSceneComponentandrepresentsanactiveWwiseevent.
PropertiesAttenuationScalingFactor:IftheAmbientSounduses3DattenuationinWwise,thispropertyallowsmodifyingtheattenuationcomputationsonthisambientsoundtosimulatesoundswithalargerorsmallerareaofeffect.OcclusionRefreshInterval:AkAudioEvent:TheAkAudioEventthatispostedwhentheAkAmbientSoundobjectisinstructedtostartplaying.IfyouwanttouseSpatialAudiofeatures,thesoundeffectoftheeventshouldenablegame-definedauxiliarysends.SpatialAudioProperties:
EarlyReflectionAuxBus:AkAuxBuswiththeAkReflectplug-in.SettoNonetodisablegeometricreflections.Thisauxbusshouldenablegame-definedauxiliarysendswithenablepositioningsetto2D.EarlyReflectionAuxBusName:IfnoAkAuxBusisenteredinEarlyReflectionAuxBus,EarlyReflectionAuxBusNamewillbeused.SettoAK_INVALID_UNIQUE_IDtodisablegeometricreflections.EarlyReflectionOrder:MaximumnumberofreflectionsthatwillbeprocessedwhencomputingindirectpathsviathegeometricreflectionsAPI.Reflectionprocessinggrowsexponentiallywiththeorderofreflections,sothisnumbershouldbekeptlow.Validrange:1-4.EarlyReflectionBusSendGain:Sendgain(0.f-1.f)thatisappliedwhensendingtothebusthathastheAkReflectplug-in.EarlyReflectionMaxPathLength:Aheuristictostopthecomputationofreflections.Shouldbenolonger(andpossiblyshorterforlessCPUusage)thanthemaximumattenuationofthesoundemitter.EnableSpotReflectors:Enablereflectionson
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AkSpotReflector.DebugDrawoptions:ThisallowsyoutovisualizetheraycastsperformedbytheSpatialAudioEngine,aswellasthetriangleshitbytheseraycasts,allowingyoutoeasilydebugwhatisgoingonintheSpatialAudioEngine.Thisonlyworksononecomponentatatime.
BlueprintFunctionsPostAkEvent:StartsplaybackofthespecifiedEvent.PostTrigger:PostsaTriggertotheEventassociatedwiththecomponent.SetListeners:SetsthelistenersofthisUAkComponent.SetOcclusionRefreshInterval:SetsthetimeintervalatwhichtheUAkComponentperformsocclusioncalculations.Setto0toturnoffocclusiononthecomponent.SetRTPCValue:SetsthevalueoftheRTPCoftheEventassociatedwiththecomponent.SetStopwhenOwnerDestroyed:SetstheStopWhenOwnerDestroyedvalueonthecomponent.SetSwitch:SetsaSwitchoftheEventassociatedwiththecomponent.Stop:StopsplaybackoftheEventassociatedwiththecomponent.UseReverbVolumes:SetswhetherthecomponentisinfluencedbyAAkReverbVolumesornot.
Generatedby 1.6.3
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MainPage
WwiseUnrealIntegration»UsingtheIntegration»Features»UnrealObjects
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SpatialAudioObjects
AkAcousticTexture
UnrealobjectrepresentingaWwiseAcousticTexture.Canbecreatedeitherbydrag-and-dropfromtheWwisePickerorbyright-clickingintheUnrealContentBrowser.Oncecreated,itcanbeappliedonaAkSurfaceReflectorSetComponent'spolygonsoronaAkSpotReflector.
PropertiesEditColor:Editor-onlypropertydefiningthecolortobeusedwhencolorizingAkSurfaceReflectorSetComponentpolygonsthathaveanAkAcousticTextureassigned.
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AkSpotReflectorTheSpotReflectoractorisanexperimentalfeature.Itallowstoplaceanomnidirectionalpointreflectorinthe3Dworld.Spotreflectorsmakesensewhentheyareplacedonfarawayobjectsthathavealargeradius;likeadistantmountain.
SpotReflectorswillreflectanysoundcomingfromanAkComponentthathasEnableSpotReflectorsenabledandthatispositionedinthesamearea.AnAkComponentwillfeedtospotreflectorsiftheybothareoutsiderooms.IftheAkComponentisinaroom,itwillonlyfeedtospotreflectorsinsidethesameroom.RoomscanbecreatedwithavolumethathasanAkRoomComponentattached.
CallsAK::SpatialAudio::AddImageSource()fromtheSpatialAudioAPIonBeginPlay.
Properties:AuxBus:AkAuxBusthathastheAkReflectplug-inforearlyreflectionDSP.Thisauxbusshouldenablegame-definedauxiliarysendswithenablepositioningsetto2D.AcousticTexture:AkAcousticTextureusedtofiltersoundsreflectedbythisimagesource.DistanceScalingFactor:Imagesourcedistancescaling.ThisnumbereffectivelyscalesthesourcePositionvectorwithrespecttothelistenerand,consequently,scalesdistanceandpreservesorientation.Level:Game-controlledlinearlevelforthissource.
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AkSurfaceReflectorSetComponentRepresentationofaGeometrySetinUnrealEngine4.ThiscomponentneedstobeattachedonaAVolumeactor.OnBeginPlay,allofthevolume'senabledpolygonswillbesenttotheSpatialAudioengine.
PropertiesEnableSurfaceReflectorSet:EnablesordisablesthiscomponentAcousticSurfaces:ArraydefiningtheAkAcousticTextureassociatedwitheachpolygon.TheindexinthearrayisrepresentedintheGameViewportwhentheparentvolumeisselected.Onceatextureisassignedtoapolygon,thepolygoniscolorizedusingthetexture'sEditColor,andtheAcousticTexture'snameisprintedonthepolygonintheGameViewport.AssigningNoneasanacoustictexturewillmakethesurfacecompletelyreflectible,noadditionaltexturefilterwillbeapplied.EachpolygoncanalsobeenabledordisabledwiththeEnableSurfacecheckbox.
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AkRoomComponentThiscomponentcanbeaddedtoanyvolume,andthencreatesaSpatialAudioRoom.Roomshavetwopurposes:
Allowfororientedreverb.Allauxiliarybusesappliedonagameobjectwithinaroomwillbeorientedtowardsthevolume'sfrontvector.UsedinconjunctionwithAkAcousticPortal,allowsroutingthewetsignalfromoneroomthroughaportal,toanotherroom.
Inbothcases,theauxiliarybususedshouldhaveitspositioningoptionssetto3D,withpositioningenabled,andhaveanattenuationassigned.
PropertiesEnableRoom:EnablesordisablesthiscomponentPriority:Theprecedenceinwhichtheroomswillbeapplied.Inthecaseofoverlappingrooms,theonewiththehighestpriorityischosen.Iftwoormoreoverlappingroomshavethesamepriority,thechosenroomisunpredictable.WallOcclusion:UsedtosettheWwiseocclusionvalueonemittersintheRoom,whennoaudiopathstothelistenerarefoundviasoundpropagationinWwiseSpatialAudio.Thisvaluecanbethoughtofas'thickness',becauseitrelatestohowmuchsoundenergyistransmittedthroughthewall.Thevalidrangeis0.0f-1.0f,andismappedtotheocclusioncurveasdefinedintheWwiseproject.
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AkSpatialAudioVolumeForyourconvenience,anAkSpatialAudiovolumeisincludedintheintegration.ItconsistsofasimplevolumewithaAkSurfaceReflectorSetComponent,aAkRoomComponentandaAkLateReverbComponentattached.
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AkAcousticPortalRepresentationofaPortalinUnrealEngine4.AllowsforsoundscontainedinavolumewithAkRoomComponentattachedtoleakintoothervolumeswithAkRoomComponentattached.SuchvolumesoverlappingwithPortalsaredetectedatinitializationtime.Both2Dand3Dsoundscanberoutedthroughaportal.
PropertiesInitialstate:WhetherthisPortalshouldbeinitializedinanopen(enabled)orclosed(disabled)state.ObstructionRefreshInterval:Timeintervalbetweenocclusion/obstructionchecks.Setto0todisableocclusiononthiscomponent.ObstructionCollisionChannel:Theobjectcollisionchannelusedforcreatingthecollisionoftheobstructionray-casts(betweenthePortalandthelistener)withthedesiredgeometry.
Generatedby 1.6.3
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MainPage
WwiseUnrealIntegration»UsingtheIntegration»Features»UnrealObjects
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WAAPIWidgets
WAAPIUMGWidgets
AkCheckBox
ThisWAAPI-enabledcheckboxallowsyoutocontrolabooleanpropertyinWwise.
Properties:
Propertytocontrol:NameofthebooleanpropertytocontrolinWwise.Itemtocontrol:ItemtocontrolinWwise.OnCheckStateChanged:Eventcalledwhenthecheckbox'sstatechanges.OnItemDropped:Eventcalledwhenanitemisdroppedonthecheckbox.OnPropertyDropped:Eventcalledwhenapropertynameisdroppedonthecheckbox.
Blueprintmethods:
IsPressed:Returnstrueifthisbuttoniscurrentlypressed.IsChecked:Returnstrueifthecheckboxiscurrentlychecked.GetCheckedState:Returnsthefullcurrentcheckedstate.SetIsChecked:Setsthecheckedstate.SetCheckedState(ECheckBoxStateInCheckedState):Setsthecheckedstate.SetAkItemId:SetstheitemIDthischeckboxcontrols.GetAkItemId:ReturnstheIDofthecurrentlycontrolleditem.SetAkBoolProperty:Setsthepropertynamethischeckboxcontrols.GetAkProperty:Returnsthecurrentitemproperty.
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AkItemBoolProperties
Pre-madepickerforBoolproperties.Usefulfordrag&dropusewithAkCheckBoxorAkSlider.
AkItemProperties
Pre-madepickerforfloatproperties.Usefulfordrag&dropusewithAkCheckBoxorAkSlider.
AkSlider
ThisWAAPI-enabledsliderisabletocontrolanyfloatpropertyinWwise.Whenthecontrolledpropertyischanged,therangefortheslider'svalueswillautomaticallybeadjustedtothesamerangeasinWwise.
Properties:
Propertytocontrol:NameofthebooleanpropertytocontrolinWwiseItemtocontrol:ItemtocontrolinWwiseValue:Theslider'svalueOnValueChanged:Eventcalledwhentheslider'svaluechangesOnItemDropped:EventcalledwhenanitemisdroppedonthesliderOnPropertyDropped:Eventcalledwhenapropertynameisdroppedontheslider
Blueprintmethods:
GetValue:Returnsthecurrentvalue.SetValue:Setsthecurrentvalue.SetCheckedState(ECheckBoxStateInCheckedState):Setsthecheckedstate.SetAkSliderItemId:SetstheitemIDthisslidercontrols.
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GetAkSliderItemId:ReturnstheIDoftheitemcurrentlycontrolled.SetAkSliderItemProperty:Setsthepropertynamethisslidercontrols.GetAkSliderItemProperty:Returnsthepropertynamethisslidercontrols.
AkWwiseTree
ThiswidgetisanexactcopyofTheWAAPIPicker,availablein-game.ItallowstoassignitemstoAkCheckBoxandAkSliderviadrag&drop.
Properties:
OnSelectionChanged:Eventcalledwhenthetree'scurrentselectionchanges.
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OnItemDragged:Eventcalledwhenanitemisdraggedfromthetree.
Blueprintmethods:
GetSelectedItem:Returnstheitemcurrentlyselectedinthetree.GetSearchText:Returnsthecurrenttextinthesearchbox.SetSearchText:Setsthecurrenttextofthesearchbox.
AkWwiseTreeSelector
MorecompactversionoftheAkWwiseTree,whichpopsaseparatewindowtoselecttheitem.
Properties:
OnSelectionChanged:Eventcalledwhenthetree'scurrentselectionchanges.OnItemDragged:Eventcalledwhenanitemisdraggedfromthetree.
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SlateWidgets
FWwiseTreeItem
StructurecontainingeverythingneededtorepresentaWwiseitem.
Members:
DisplayName:Theitem'snameFolderPath:ThepathofthetreeiteminWwise,includingthenameItemType:ThetypeofitemItemId:TheIDoftheitem
FWwisePropertyDragDropOp
Handlesdrag&dropofapropertyname.SimplypassthepropertynametoFWwisePropertyDragDropOp::Newtocreatethedrag&dropoperation.
FWwiseUmgDragDropOp
Handlesdrag&dropofaWwiseitem.SimplypassasharedpointertoaFWwiseTreeItemtoFWwisePropertyDragDropOp::New,inordertocreatethedrag&dropoperation.
AkSlider
ThisWAAPI-enabledsliderisabletocontrolanyfloatpropertyinWwise.Isabletohandledrag&dropviaFWwisePropertyDragDropOpandFWwiseUmgDragDropOp.
Publicmethods:
GetAkSliderValue:Getsthecurrentvalueoftheslider,asdisplayedintheWwiseAuthoringapplication.GetAkSliderProperty:Getsthenameofthecontrolledproperty.GetAkSliderItemControlled:Getsthenameoftheitembeingcontrolledbytheslider.
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SetAkSliderItemProperty:Setsthepropertytobecontrolledbytheslider.SetAkSliderItemId:SetstheIDoftheitemtobecontrolled(GUIDstring,usingthe"DigitswithHyphensinBraces"GUIDformat).SetAkSliderRangeMin:Setstheslider'sminimumvalue.SetAkSliderRangeMax:Setstheslider'smaximumvalue.GetAkSliderRangeMin:Getstheslider'sminimumvalue.GetAkSliderRangeMax:Getstheslider'smaximumvalue.
Generatedby 1.6.3
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MainPage
WwiseUnrealIntegration»UsingtheIntegration»Features
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EditorIntegration
EventDrag-and-Drop
EventsandAuxiliaryBussescanbedraggeddirectlyfromtheWwisePickerintotheUnrealContentBrowsertocreatecorrespondingAkAudioEventandAkAuxBusobjects:
1. IntheUnrealEditor,navigatetotheEventorAuxiliaryBususingtheWwisePicker.
2. IntheUnrealEditor,selectthetargetPackageintheUnrealContentBrowser.
3. DragtheEventorAuxiliaryBusintotheUnrealContentBrowser:acorrespondingAkAudioEventorAkAuxBusobjectiscreated.
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TheWAAPIPickerTheWwiseUnrealintegrationmakesextensiveuseoftheWwiseAuthoringAPIintheWAAPI-enabledWwisePicker.
Note:IfyoudonotwishtoenableWAAPIonyourmachine,theoldWwisePickerwillstillbeavailable.IfaWAAPIconnectionisunavailable,theWAAPIpickerwillbedisabled.IfaWAAPIconnectionisavailable,theoldWwisePickerwillbedisabled.
PleaserefertoWwiseAuthoringAPI(WAAPI)forinstructionsonhowtoenableWAAPIonyourmachine.
TheWAAPIpickerispopulatedinreal-timefromtherunningWwiseAuthoringapplication.AllchangesmadeinWwiseareimmediatelyreflectedintheWAAPIpicker,whethertheWwiseprojectissavedornot.
TheWAAPIPickerallowstodomuchmorethantheWwisePicker.Hereisanoverviewofallofitsfeatures.
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SoundPreview
TheWAAPIpickerallowstopreviewsoundsdirectlyfromWwise,withouthavingtogenerateSoundBanks.Todoso,selectanEventoranActor-
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Mixerfromyourproject,andpressthespacebar.Alternatively,youcanright-clickonanEventorActor-MixerandselectPlay/Stop.Tostopaplayingsound,pressspacebaragain,orright-clickandselectStopAll.
RenamingWwiseObjects
YoumayrenameelementsdirectlyinyourWwiseproject.Todoso,selecttheelementyouwishtorenameintheWAAPIpickerwindow,andpressF2.Alternatively,youmayright-clickontheelementandselectRename.YoumaythenrenametheobjectandpressEntertocommitthechanges.ThenamechangewillthenimmediatelybereflectedintheWwiseAuthoringapplication.
DeletingWwiseObjects
YoumaydeleteelementsdirectlyinyourWwiseproject.Todoso,selecttheelementyouwishtorenameintheWAAPIpickerwindow,andpressDeleteonyourkeyboard.Alternatively,youmayright-clickontheelement,andselect"Delete".ThedeletionwillthenimmediatelybereflectedintheWwiseAuthoringapplication.
FindingtheassociatedWorkUnitondisk
YoumaylocatetheassociatedWorkUnittoanobjectinafileexplorerusingtheWAAPIpickerbyright-clickingtheelement,andselecting"ShowinFolder".
FindingtheassociatedobjectinWwise
YoumayfocusaWwiseobjectdirectlyinWwise.Todoso,selecttheelementyouwishtofocusinWwise,andpressCtrl+Shift+1onyourkeyboard.Alternatively,youmayright-clickontheelement,andselect"FindintheProjectExplorer".TheelementwillthenbefocusedinthecurrentlyrunningWwiseAuthoringapplication.
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RadiusVisualizationSomeworkflowenhancementsintheUnrealEditorareenabledthroughSoundFramewhenrunningtheWwiseAuthoringApplicationalongsidetheUnrealEditoronthesamemachine.
WithSoundFrameenabledandtheWwiseAuthoringApplicationrunning,theradiusoftherelevantassetsaredrawnwhenanAkAmbientSoundisselected.IfchangesaremadeinWwiseAuthoring,theradiusisupdatedinrealtime:
1. SelectanAkAmbientSoundintheActorBrowser.2. IntheWwiseAuthoringApplication,makechangestoanyobject
associatedwiththeEventassignedtotheAkAmbientSound.3. ThecorrespondingsphereintheUnrealEditorresizesatthesame
time.
IftheWwiseAuthoringApplicationisnotrunningonyourmachine,itisstillpossibletoseetheattenuationsphereinUnreal.InyourWwiseprojectsettings,undertheSoundBankstab,makesuretoselectGeneratePerBankMetadataFile,GenerateJSONMetadata,andMaxAttenuation.ThenexttimetheSoundBanksaregeneratedintheUnrealEditor,theMaxAttenuationinformationwillbeaddedtoallUAkAudioEvents,andtheattenuationsphereswillbevisibleinyourlevelviewport.
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EditorListenerStartingwithWwise2017.2.0,onelistenerisnowactivatedwhenineditmode.Thisallows,forinstance,toproperlypreviewLevelSequencescontainingpositionedaudio.Thislistener'spositionisdeterminedbythecamerapositionofthefocusedviewport.Clickingbetweenmultipleviewportswillmaketheeditorlistener"jump"fromonepositiontoanother.
ThislistenerisalsousedintheAnimationEditorviewport.Thisallowsall3D-positionedsoundstoproperlybepreviewedwhileworkingonanimations.
NotethatwhenstartingaPlayinEditor(PIE)session,thislistenerisdeactivated,andthetraditionallistenerontheCameraisenabled.WhenejectingfromaPIEsessiontostartaSimulatieinEditor(SIE)session,boththeEditorlistenerandtheCameralistenerareactiveatthesametime.SwitchingbacktoPIEmodewilldisabletheEditorlisteneragain.
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BlueprintFunctionsSeveralWwise-specificglobalfunctionsareexposedtoscripting;thefollowingareavailableintheAudiokineticcategory:
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GetAkComponentObtainsanAkComponentthatisattachedtoandfollowsaspecifiedcomponent.SeveralmethodsareavailabledirectlyontheAkComponent:seeAkComponentBlueprintFunctions.
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PostEventAtLocationPostsaWwiseEventataspecifiedlocation.Thisisafire-and-forgetsound,createdonatemporaryWwiseGameObjectwithnocorrespondingAkComponent.
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SetRTPCValueSetsthevalueofaGameParameter,optionallytargetingtherootcomponentofaspecifiedactor.
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SetStateSetstheactiveStateforagivenStateGroup.
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SpawnAkComponentatLocationCreatesanewAkComponentatthespecifiedlocation.Bydefault,thecomponentwillautomaticallybedestroyedoncetheEventitisplayingisdone.ParameterAutoPostcontrolswhethertoposttheeventimmediatelyuponthecomponent'screation(Defaultvalueisfalse).AdvancedparameterAutoDestroycontrolswhethertodestroythecomponentwhenthefirstEventpostedonthiscomponentisdone(Defaultvalueistrue).
ThisBlueprintnodeisespeciallyusefulifyouwishtosetaSwitchonafire-and-forgetsound.ThisbehaviorcanbeaccomplishedbydisablingAutoPost,settingaSwitchonthespawnedAkComponent,andthenpostingtheEvent,likeso:
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StopAllStopsallcurrentlyplayingsounds.
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SetMultiplePositionsSetsmultiplepositionstoasinglegameobject.Settingmultiplepositionsonasinglegameobjectisawaytosimulatemultipleemissionsourceswhileusingtheresourcesofonlyonevoice.Thiscanbeusedtosimulatewallopenings,areasounds,ormultipleobjectsemittingthesamesoundinthesamearea.Note:CallingSetMultiplePositions()withonlyonepositionisthesameascallingSetPosition().ParameterGameObjectAkComponentistheAkComponentofthegameobjectonwhichtosetpositions.PositionsisanArrayoftransformstoapply.MultiPositionTypeisthePositiontype.Formoreinformationonthedifferentpositiontypes,referto:MultiPositionType.
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SetMultipleChannelEmitterPositionsSetsmultiplepositionstoasinglegameobject,withflexibleassignmentofinputchannels.ParameterGameObjectAkComponentistheAkComponentofthegameobjectonwhichtosetpositions.ChannelMasksisanArrayofchannelmaskstoapplyforeachposition.PositionsisanArrayoftransformstoapply.MultiPositionTypeisthePositiontype.
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OtherOtherfunctionsareavailableinsub-categories:
ActorBlueprintFunctionsAkAmbientSoundBlueprintFunctionsAkComponentBlueprintFunctionsSoundBankBlueprintFunctionsDebugBlueprintFunctionsWAAPIBlueprintFunctions
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ActorBlueprintFunctionsTheseBlueprintfunctionstargettherootcomponentofanActor.IfnoAkComponentisattachedtotheActor'srootcomponent,oneiscreated.
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PostEventPostsaWwiseEventattachedtoandfollowingtherootcomponentofthespecifiedActor.
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PostTriggerPostsaTriggertoWwise,targetingtherootcomponentofaspecifiedActor.
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SetOcclusionRefreshIntervalSetsthetimeintervalatwhichtheAkComponentattachedtotherootcomponentperformsocclusioncalculations.Setto0toturnoffocclusiononthecomponent.
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SetSwitchSetstheactiveSwitchforagivenSwitchGroup,targetingtherootcomponentofaspecifiedActor.
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SetOutputBusVolumeSettheoutputbusvolume(direct)tobeusedforthespecifiedgameobject.TheBusVolumevalueisanumberrangingfrom0.0fto1.0f.
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StopActorStopsallsoundsonthegivenActor.
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UseReverbVolumesSetswhethertheAkComponentattachedtotherootcomponentisinfluencedbyAkReverbVolumeornot.
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AkAmbientSoundBlueprintFunctionsSeveralWwise-specificactionscanbeexecutedonAkAmbientSoundactors;theseareavailableintheAmbientSoundcategory.
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StartAllAmbientSoundsStartsplaybackofallAkAmbientSoundpresentinthemap.
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StartAmbientSoundStartsplaybackoftheAkAmbientSound.
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StopAllAmbientSoundsStopsplaybackofallAkAmbientSoundpresentinthemap.
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StopAmbientSoundStopsplaybackoftheAkAmbientSound.
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AkComponentBlueprintFunctionsSeveralWwise-specificactionscanbeexecutedonAkComponentscenecomponents;theseareavailableintheAkComponentcategory.
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GetAttenuationRadiusReturnsthisAkComponent'seffectiveattenuationradius(ScalingFactor*MaxAttenuation).
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PostAkEventPoststhespecifiedAkAudioEventinWwise.
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PostAssociatedAkEventPoststhisAkComponent'sinternalAkAudioEventinWwise.
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PostTriggerPostsatriggerontheassociatedAkComponent.
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SetAttenuationScalingFactorSetstheattenuationsclaingfactor,whichmodifiestheattenuationcomputationsonthegameobjecttosimulatesoundswithalargerorsmallerareaofeffection.
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SetListenersSetsthelistenersontheAkComponent.
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SetOcclusionRefreshIntervalSetsthetimeintervalatwhichtheAkComponentperformsocclusioncalculations.Setto0toturnoffocclusiononthecomponent.
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SetOutputBusVolumeSettheoutputbusvolume(direct)tobeusedforthespecifiedgameobject.TheBusVolumevalueisanumberrangingfrom0.0fto1.0f.
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SetRTPCValueSetsthevalueofaGameParameterfortheassociatedAkComponent.
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SetStopwhenOwnerDestroyedSetstheStopWhenOwnerDestroyedvalueonthecorrespondingAkComponent.
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SetSwitchSetsaSwitchGrouptoagivenSwitchontheassociatedAkComponent.
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StopStopstheAkAudioEventassociatedwiththeAkComponentfromplaying.
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UseEarlyReflectionsEnables(ordisables)earlyrefelctionforthisAkComponent.
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UseReverbVolumesSetswhethertheAkComponentisinfluencedbyAkReverbVolumeornot.
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SoundBankBlueprintFunctionsSeveralWwise-specificactionscanbeexecutedonAkAudioBankscenecomponents;theseareavailableintheSoundBankscategory.
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ClearBanksResultsinallcurrentlyloadedAkAudioBankbeingunloadedsynchronously,includingtheinitSoundBank.
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LoadBankLoadsaspecifiedSoundBank.
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LoadBanksLoadsaspecifiedlistofSoundBanks.IfSynchronizeSoundBanksissettotrue,onlytheSoundBanksinBankswillremainloadedintheSoundEngine.ThismeansthatanySoundBankthatwaspreviouslyloaded,andthatisnotfoundintheBanksarray,willbeunloaded.
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LoadInitBankLoadstheInitSoundBank.
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DebugBlueprintFunctionsTheseBlueprintfunctionsareusedtohelpdebugyourgame.
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StartOutputCaptureStartsaWwiseoutputcapture.TheoutputfilewillbelocatedinthesamefolderastheSoundBanks.
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AddOutputCaptureMarkerAddsatextmarkerintheoutputcapturefile.
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StopOutputCaptureStopsaWwiseoutputcapture.TheoutputfilewillbelocatedinthesamefolderastheSoundBanks.
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StartProfilerCaptureStartsaWwiseProfilercapture.TheoutputfilewillbelocatedinthesamefolderastheSoundBanks.
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StopProfilerCaptureStopsaWwiseProfilercapture.TheoutputfilewillbelocatedinthesamefolderastheSoundBanks.
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WAAPIBlueprintFunctionsTheseBlueprintfunctionsareusedtoconnecttotheWwiseAuthoringapplicationusingtheWwiseAuthoringAPI.
FormoreinformationonWAAPIanditsfeatures,refertohttps://www.audiokinetic.com/library/edge/?source=SDK&id=waapi.html.
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JSONobjectsSinceWAAPImakesextensiveuseofJSON,aBlueprintwrapperwaswrittenfortheUnrealFJsonObject.Formoreinformationrelatedtonodesfoundunder"WAAPIJsonManager",pleaserefertotheUnrealEnginedocumentationonFJsonObject.
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CallWaapiCallWAAPIandget/setinformation/parametersaccordingtothechosenURI.
Parameters:
WaapiUri:Thefunctionthatwillbecalledwhenaneventthatwewouldbeawareofoccurs.WaapiArgs:Theargumentsreferencedbythein_urifunction.WaapiOptions:Optionalflagtogetmoreinformationabouttheeventthatoccurred.
ReturnValue:AJSONobjectthatcontainsusefulinformationaboutthecallprocesstoaspecificEvent.Itreturnserrorinfoifthecallfails.
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RegisterWAAPIConnectionLostCallbackSubscribetoWAAPIconnectionlostevent.ThiseventwillbebroadcastwhentheWAAPIconnectionislost.ThisshouldbeusedtocleanupanyresourcesthatuseWaapi.
Parameters:
Callback:Theeventtocallwhentheconnectionislost.
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RegisterWAAPIProjectLoadedCallbackSubscribetoWAAPIprojectloadedevent.ThiseventwillbebroadcastwheneverthecorrectWwiseprojectisloaded(asdefinedbytheWwiseProjectPathintheWwisePluginSettings).ThisshouldbeusedtoinitializeanyresourcesthatuseWaapi.
Parameters:
Callback:Theeventtocallwhenaconnectionisestablished.
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SubscribeToWaapiAllowsclientstosubscribetonotificationsaccordingtotheevent.
Parameters:
WaapiUri:Thereferencetotheeventthatwewouldbeawareofwhenitoccurs.WaapiOptions:Optionalflagtogetmoreinformationabouttheeventthatoccurred.Callback:Adelegatetobeexecutedduringthesubscriptionevent.
ReturnValues:
SubscriptionId:TheIDofthissubscription.Result:Abooleantoensurethatthesubscriptionwassuccessfullydone.ReturnValue:AJSONobjectthatcontainsusefulinformationaboutthesubscriptionprocesstoaspecificevent.Itreturnserrorinfoifthesubscriptionfailed.
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UnsubscribeUnsubscribefromanevent.
Parameters:
SubscriptionId:IDofthecurrentsubscriptiontotheeventfromwhichwewanttobeunsubscribed.
ReturnValues:
UnsubscriptionDone:Abooleantoensurethattheunsubscriptionwassuccessfullydone.ReturnValue:AJSONobjectthatcontainsusefulinformationsabouttheunsubscriptionprocessfromaspecificevent,getsanerrorinfosincasetheunsubscriptionfailed.
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AnimationAnAnimationNotifyisusedtotriggerWwiseEventsinanimationsequences.
TheBlueprintfortheAnimationNotifyislocatedhere:…/Plugins/Wwise/Content/AnimNotify_AkEvent.uasset.
ToaddanAnimationNotify:1. IntheUnrealContentBrowser,openananimationsequence
asset.2. Right-clicktheNotifiestrackintheanimationsequenceeditor
andselectAddnotify>AkEventorAkEventByName.
Theanimationnotificationhasthefollowingproperties:EventorEventName:TheAkAudioEventtobeposted.AttachName:NameofthesocketthatemitstheAkAudioEvent;ifnotdefined,theAkAudioEventisemittedfromtheanimationowner.Follow:WhethertheEventshouldeitherfollowthemeshorbepostedataspecificlocation.
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LevelSequencerTheSequenceEditorwithinUnrealEngine4isacinematiceditingtoolsimilartoMatinee.ItallowsuserstoaddTracksthatcanmodifycertainpropertiesofActorsinalevel.
Forinstructionsonhowto:
createaLevelSequence,refertohttps://docs.unrealengine.com/latest/INT/Engine/Sequencer/Overview/index.html#creatinglevelsequencesaddTrackstoaLevelSequence,refertohttps://docs.unrealengine.com/latest/INT/Engine/Sequencer/Overview/index.html#addingtrackstosequencer
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WwiseLevelSequencerTracksTheWwiseUnrealEngine4IntegrationaddstwoTracks:AkAudioRTPCandAkAudioEvent.TheAkAudioRTPCTrackisusedtosetGameParametervalues,andtheAkAudioEventTrackisusedtopostWwiseEvents.
BothoftheseTrackscanbeaddedasMasterTracksorassociatedtoanActor.WhenassociatedwithanActor,theyperformtheirWwiserelatedfunctionsontheUAkComponentattachedtothisActor.WhencreatedasaMasterTrack,theAkAudioRTPCTracksetsglobalRTPCvalues,andtheAkAudioEventTrackpostsEventsona"dummy"gameobject.
ForAkAudioRTPCTracks,GameParametercurvescanbemodifiedusingthebuilt-incurveeditor.KeyframescanbeaddedbyplacingthecursorattheappropriatelocationandpressingtheAddNewKeybutton(foundontherightsideofthelistedTrack).
AnAkAudioRTPCtrackintheCurveEditorview
ForAkAudioEventTracks,anAkAudioEventsectioncanbeaddedbyplacingthecursorattheappropriatelocationandpressingtheAkAudioEventbutton(foundontherightsideofthelistedTrack).
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Alternatively,AkAudioEventassetscanbedraggedfromtheContentBrowserdirectlyontoanAkAudioEventTrack.
AddinganAkAudioEventsectiontoanAkAudioEventTrack
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SequencerWAAPI-EnabledFeaturesTheUnrealintegrationusestheWwiseAuthoringAPI(WAAPI)toextendtheSequencerfunctionality.FormoreinformationonWAAPIanditsuseintheUnrealintegration,refertotheWwiseAuthoringAPI(WAAPI)page.WhenUnrealisconnectedtotheWwiseAuthoringtoolviaWAAPI,AkAudioEventsectionsareabletodisplaywaveformsforWwiseevents.WhentheWwiseAuthoringapplicationisnotrunning,ortheUnrealintegrationisnotconnectedtoWAAPI,theAkAudioEventsectionswillonlydisplaytheEventname.
AkAudioEventSectionWaveformDisplays
AkAudioEventsectionsdisplayaudiowaveformsforEventsthatcontainAudioSources.ThewaveforminanAkAudioEventsectionshowstheaudiodataforthelongestAudioSourcethatiscontainedintheWwiseEvent.Forexample,consideraWwiseEventcalled"Play_Sound"withthreeAudioSources,"Layer_1","Layer_2",and"Layer_3".
ExampleWwiseEventwiththreeAudioSources
IfanAkAudioEventsectionisaddedthathasitsEventpropertysetto"Play_Sound",thenthelongestofthethreeAudioSourceswillbedisplayedwithinthesection.NotethatthewaveformdisplayedinthesectionmaybefollowedbyemptyspaceiftheWwiseEventlastslongerthanthelongestAudioSourcethatitcontains.Inthisexample,sincethe"Play_Sound"Eventhastwoplayactions(for"Layer_2"and"Layer_3")thataredelayed,itwilllastlongerthanthe"Layer_1"audiosourcethatitcontains.TheemptyspaceafterthewaveformindicatesthemaximumestimateddurationoftheWwiseevent,ascalculatedduringsoundbank
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generation(seeWwiseProjectSetup).
ExampleAkAudioEventSectioninSequencer
IfthelengthoftheAkAudioEventsectionisincreasedbeyondthemaximumestimateddurationoftheWwiseEvent,thesectionwillcontaineitheraflatwhiteline,orrepeatingdiagonallines.TheflatwhitelineindicatesthattheRetriggerpropertyisdisabled.TherepeatingdiagonallinesindicatethattheRetriggerpropertyisenabled.TheRetriggerpropertydetermineswhetherWwiseeventsareretriggeredintheSequencer,aftertheyhavefinished(seeAkAudioEventSectionProperties).
TwoAkAudioEventSectionsinSequencer.The'Retrigger'sectionhasRetriggerenabled.The'No_Retrigger'sectionhasRetrigger
disabled.
"OutofSync"Waveforms
IfchangeshavebeenmadetoanEvent'sworkunitintheWwiseprojectthatarenotreflectedinthegeneratedsoundbanks,anyAkAudioEventsectionsforthateventwillbemarkedas"outofsync".Thewaveformwillbedisplayedinred,andanasteriskwillbeappendedtothenameoftheAkAudioEventsection.TherewillalsobeawarningprintedtotheoutputlogwhenEventsaretriggeredfrom"outofsync"sections.
Example'OutofSync'AkAudioEventSection
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InordertokeepAkAudioEventsectionsinsyncwiththeWwiseproject,thereareoptionstosavetheprojectandregeneratesoundbanks,directlyfromtheSequencer.InordertosynchroniseanAkAudioEventsection,openthesection'scontextmenu(rightclick)andselect"SaveWwiseprojectandrefresh"(seeAkAudioEventSectionProperties).InordertosynchroniseallofthesectionsinanAkAudioEventtrack,openthetrack'scontextmenu(rightclick)andselect"SaveWwiseprojectandrefreshallsections"(seeAkAudioEventTrackContextMenuOptions).Notethatfortheseoptionstobeavailable,theAkAudioEventassetmusthaveitsRequiredSoundbanksettoavalidAudiokineticBankasset.FormoreinformationonAkAudioEventassetsandtheirRequiredBankproperty,refertotheAkAudioEventpage.
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ScrubbingTheSequencerintegrationsupportsscrubbingforwardsandbackwardsoverAkAudioEventtracks.BydraggingtheSequencerplayheadoverAkAudioEventsections,scrubsnippetscanbeheard.ThelengthofthesescrubsnippetscanbevariedusingtheScrubTailLengthMsproperty,accessiblefromtheAkAudioEventsection'scontextmenu(rightclick).RefertoAkAudioEventSectionPropertiesforfurtherdetails.
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AkAudioEventTrackContextMenuOptionsFromtheAkAudioEventtrack,acontextmenucanbeopened(right-click)whichincludesthefollowingAudiokinetic-specificoptions:
SaveWwiseprojectandrefreshallsections:ThiswillsavetheWwiseprojectintheAuthoringapplication,viaWAAPI,andthenre-generatetherequiredsoundbanksforallAkAudioEventsectionsinthesequencertrack.Thesectionswillthenupdatetheirwaveformdisplays.
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AkAudioEventSectionContextMenuOptionsFromtheAkAudioEventsectiononthetrack,acontextmenucanbeopened(right-click)whichincludesthefollowingAudiokinetic-specificoptions:
SaveWwiseprojectandrefresh:ThiswillsavetheWwiseprojectintheAuthoringapplication,viaWAAPI,andthenre-generatetherequiredsoundbankforthisAkAudioEventsection.Thewaveformdisplaywillthenbeupdated.MatchsectionlengthtoWwiseeventlength:ThiswillmatchthelengthofthesectionintheSequencertracktothedurationoftheWwiseEvent.
AkAudioEventSectionProperties
ThepropertieslistinthecontextmenuincludesthefollowingWwise-specificpropertiesforthesection:
AkAudioEvent:ListsthefollowingeditablepropertiesoftheAkAudioEventfortheselectedsection:
Event:Eventicon:HoverovertheAudiokineticEventicontogetthepathtotheEvent.Double-clicktheicontoopentheEventintheeditor.Event:AudiokineticEvent:OpenthislisttocreateanewAudiokineticEvent,editorcopythecurrentlyselectedEvent,orbrowsetoanotherexistingAudiokineticEvent.RetriggerEvent:Whenthisboxischecked,theWwiseeventintheSectionwillberetriggeredwhentheSequenceplaysbeyondtheendoftheevent(offbydefault).ScrubTailLengthMs:Thisdefinesthedurationinmillisecondsofthescrubsnippetsthatareplayedwhenscrubbingoverthesequence(default=100ms).MaxSourceDuration:DisplaysthedurationofthelongestAudioSourcecontainedintheWwiseEvent(readonly).Advanced:
EventName:EntertheexactnameofthedesiredEvent.
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ThisfieldisignoredifanEventisalreadyselectedintheAudiokineticEventlist.
MovieSceneAkAudioEventSection:StopatSectionEnd:UncheckthisboxtokeeptheEventplayingwhentheendofthesectionisreached(onbydefault).
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KnownIssuesandConstraintsGenerallyitisrecommendedtouseverysimpleAkAudioEventsectionsintheLevelSequencer,suchasasimplePlayactiononaSoundSFX.MorecomplexWwiseEvents,suchasthosecontainingdelayedactions,Seekactions,orwhichreferenceRandomContainers,SequenceContainersandothernon-deterministicobjectsshouldbeavoidedorbrokendownintosimplereventsforoptimaluseintheLevelSequencer.
ScrubbingandplayingfromcursorwillnotworkasexpectedonEventswithdelayedactionsorwhichcontaininfinitelyloopingsounds.
PlayInEditorLimitations
IfalevelsequenceisplayedfromtheSequencereditorwindowwhileUnrealisrunninginPlayinEditor(PIE)mode,anyAkAudioEventtracksthatareassociatedtogameobjectswillnottriggerevents.InordertohearAkAudioEventtracksthatareboundtogameobjects,thelevelsequencemustbetriggeredfromtheGameWorld.
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WwiseProjectSetupToensurethatEventlengthsareproperlyrepresentedintheAkAudioEventTracks,theWwiseprojectneedstobesetuptoestimatethedurationofitsaudioEventsandJSONmetadatamustbegenerated.Toenabletheseproject-widesettings,gototheProjectSettings'SoundBankstab.EnabletheEstimateddurationcheckboxwithintheMetadataOptionsgroupboxandenabletheGenerateJSONMetadatacheckboxwithintheSoundBankSettingsgroupbox,asseenbelow.
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MatineeTwoWwise-specificTracktypesareintroducedtoMatinee:
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AkAudioEventTrackTheAkEventTracktriggersWwiseEventsatparticularpointsinthesequence.Whenplacinganewkey,theAkAudioEventcurrentlyselectedintheUnrealContentBrowserisused.
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AkRTPCTrackTheAkRTPCTrackletsyoucontrolaWwiseGameParameterusingacurveinthesequence.
PropertiesParam:ThenameoftheGameParametertocontrol.ThisnameshouldexactlymatchthenameofaGameParameterintheWwiseProject.
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OcclusionBasicocclusionisexposedinUAkComponent::SetOcclusion().ToenableocclusiononanActor,usetheSetOcclusionRefreshIntervalfunctionintheBlueprintEditor.AversionforaUAkComponentisalsoavailable.Iftherefreshintervalissetto0,theocclusioncheckwillneverbeperformed.
Determiningwhetheralistenerisoccludedfromasourceisdonewithasimpleline-of-sightcheck,usingthelinetracechannelsetintheAkComponent'sproperties(OcclusionCollisionChannel).Ifthelineofsightisblocked,theocclusionlevelcalculationisstarted.Thiscalculationmapsthehitpointontheobstacletoitsboundingbox,creatingtwelvepointsaroundtheobstacle.Toseeifthese"secondarypaths"arealsoblocked,otherline-of-sighttestsaredone.TheocclusionsenttotheSoundEngineismodulatedfromthenumberof"secondarypaths"thatareblocked.
Atemporalfademethodisalsoaddedtoallowsmoothtransitionbetweenocclusionlevels.Tochangethefadespeed,changetheOCCLUSION_FADE_RATEconstant.
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WwiseAuthoringAPI(WAAPI)TheWwiseAuthoringAPIisusedtocommunicatewiththeWwiseauthoringapplication.WAAPIallowstheUnrealintegrationtorequestandalterinformationabouttheWwiseprojectduringasession,providedthatbothUnrealandWwiseAuthoringarerunning,andUnrealisconnectedtoWAAPI.
FormoreinformationonWAAPIanditsfeatures,refertohttps://www.audiokinetic.com/library/edge/?source=SDK&id=waapi.html.
Note:WAAPIisavailableonlyontheWindowsandMacplatforms,bothinEditorandinGame.
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ConnectingtoWAAPITheAudiokineticUnrealintegrationissettoautomaticallyconnecttoWAAPI.Inordertodisablethisfunctionality,the"AutoConnecttoWAAPI"checkboxshouldbeuncheckedintheWwisePluginSettingsmenu.ThismenuisaccessiblefromtheUnrealprojectsettingsmenu(Edit->ProjectSettings...).Intheleftpanel,scrolldowntothePluginssectionandclickonWwise.
ForWAAPI-enabledfeaturestorun,theWwiseprojectopenedintheWwiseAuthoringapplicationmustmatchtheprojectdefinedbytheWwiseProjectPathintheWwisePluginSettings.
WwisePluginSettings
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UsingWAAPIfromC++AnUnrealwrapperclassfortheWAAPIC++sampleclientisprovidedaspartoftheAkAudiomodule.
Inordertobeabletouseit,youfirstmustaddtheAkAudiomoduleasadependencytoyourgame,byfollowingthestepsoutlinedinUE4C++projects.Oncethisisdone,theFAkWaapiClientclasswillbeavailable.
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FrequentlyAskedQuestionsQ:WherearebanksgeneratedwhenIgeneratethemfromtheUnrealeditororwhencooking?A:Bydefault,theyaregeneratedinthefollowinglocation:
UE4/[GameName]/Content/WwiseAudio/[Platform]
Somebankscontaininglanguageassetsmaybeinlanguage-specificfolders.
Q:IamusingthenewcustomplatformsfeatureinWwise2015.1,andmySoundBanksarenotloading.Why?A:Withthecustomplatformsfeature,theSoundBanksaregeneratedinasub-folderwiththesamenameasyourcustomplatform.Youwillneedtomodifytheintegrationcodetopointtothatfolder.Openthefile…/Wwise/Source/AkAudio/Private/AkAudioDevice.cpp,andsearchfortheFAkAudioDevice::SetBankDirectorymethod.Inthismethod,youwillseethevariousdefaultsub-foldersforthesupportedplatforms.Modifytheonecorrespondingtoyourcustomplatform,andrecompiletheintegration.
Q:WhenIgeneratebanksfromtheWwiseapplication,InoticedthatfewerbanksaregeneratedthanwhengeneratingbanksfromtheUnrealEditor.Why?A:WhenimportingaSoundBankdefinitionfile,UnrealmayaskWwisetogeneratebanksthatdonotexistintheWwiseproject.IfyouwanttheUnreal-generatedbanktopersistintheWwiseproject,youcanaddthecommand-lineargument-SavewhenimportingtheSoundBankdefinitionfile.
Q:WhenItrytouseaplug-ininUnrealEngine4,Igetthefollowingerror:LogAkAudio:Error:Plug-innotregistered:4163.HowdoIuseplug-ins?A:Inorderforyourplug-intoregisteritselfwiththeSoundEngine,youneedtoincludetheplug-in'sfactoryheader(.h)file.SeeInitializingtheSoundEnginetolearnaboutthis.
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Q:CanIdebugmycodeusingtheWwiseSoundEnginedebuglibraries?A:Bydefault,theUnrealEnginedoesnotusethedebugCRuntimeLibraries,butWwiseusesthem.Whenbuildingindebug,thiswouldcauselinkingerrors.Thisiswhy,bydefault,theWwiseUnrealintegrationusestheprofilelibraries.IfyouwishtolinkagainstthedebugWwiselibraries,simplysetthebDebugBuildsActuallyUseDebugCRTvariabletotrueinthefollowingfile:<UE4_ROOT>/Engine/Source/Programs/UnrealBuildTool/Configuration/BuildConfiguration.cs
Q:Ican'tconnecttomygamerunningonanXboxOne,andIgetthefollowingerrorinthelog:"CouldnotfindWwisenetworkportsinAppxManifest.Networkcommunicationwillnotbeavailable."HowcanIconnecttheWwiseAuthoringApplicationtomygame?A:YoushouldmakesuretoaddtherequiredWwisenetworkportstoyourgame'sAppxManifest.xml.Todoso,ensurethefollowingXboxOneplatformsettingsarefilledinyourprojectsettings(Edit>ProjectSettings):
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UsetheseXboxOneplatformsettingsfortheSecureSocketDescriptions
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UsetheseXboxOneplatformsettingsfortheSecureDeviceAssociations
Asaresult,your<GAME>/Config/XboxOne/XboxOneEngine.inishouldcontainthefollowinglines:
+SecureSocketDescriptions=(SecureSocketName="WwiseDiscoverySocket"
+SecureSocketDescriptions=(SecureSocketName="WwiseCommandSocket"
+SecureSocketDescriptions=(SecureSocketName="WwiseNotificationSocket"
+SecureDeviceAssociations=(SecureDeviceAssociationName=
+SecureDeviceAssociations=(SecureDeviceAssociationName=
+SecureDeviceAssociations=(SecureDeviceAssociationName=
FormoreinformationonhowtomodifytheXboxOneAppxManifest,pleaserefertotheUnrealEnginedocumentation.
Q:MygamefreezeswhenIdeployittoaniOS,XboxOne,orSwitchdevice.Why?A:TheUnrealEnginebuilt-inaudiosystemneedstobedisabled.Todoso,pleasefollowtheappropriateinstructionsforyourplatform:
Platform Instruction
iOS
In<UE4_ROOT>/Engine/Config/iOS/IOSEngine.ini,replaceAudioDeviceModuleName=IOSAudio
withAudioDeviceModuleName=
XboxOne
In<UE4_ROOT>/Engine/Config/XboxOne/XboxOneEngine.ini,replaceAudioDeviceModuleName=XAudio2
withAudioDeviceModuleName=
In<UE4_ROOT>/Engine/Config/switch/BaseSwitchEngine.ini,replace
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Switch AudioDeviceModuleName=SwitchAudio
withAudioDeviceModuleName=
Q:WhenItrytousetheWwiseConvolutionReverbplug-ininUnrealEngine4,whydoIgetthefollowingerror:LogAkAudio:Error:Plug-inmediaunavailable:MediaID?A:ForUnrealEngine4.10andearlier,plug-insthatrequiremedia(liketheImpulseResponseforWwiseConvolutionReverb)requirethattheSoundBankbeeditedintheWwiseapplicationasdocumentedontheAudioKineticwebsite.InUnrealEngine4.11andlater,youcanassignaSoundBankanAuxiliaryBusviatheRequiredBankfieldintheUAkAuxBusproperties.Thiswilladdnecessaryplug-inmediatotheSoundBank.
Q:Whenrunningapackagedgame,someorallofmysoundarenotplaying.Why?A:TheWwiseplug-ingeneratestheSoundBanksintheWwiseAudiofolderinyourgame'scontentfolder.Since.bnkfilesarenotrecognizedbyUnreal,theWwiseAudiofolderisaddedasan"Additionalnon-assetdirectorytopackage"inyourgame'spackagingsettings.Forthisreason,Unreal.uassetfiles(includingAkAudioEventandAkAudioBank)shouldnotbeplacedintheWwiseAudiofolder,astheywillbeincorrectlypackagedtwice.
Generatedby 1.6.3
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MainPage
WwiseUnrealIntegration
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UsingWwiseSpatialAudioinUnrealThistutorialpresentsnewfunctionalitiesintroducedbyWwise2017.1andthenewSpatialAudiofeaturesintroducedintheUnrealplug-in.Itexplainstheworkflowtointegratespatialaudiocomponentsinagame,andprovidestechnicalinformationaboutinitializingspatialaudiofeatures(suchas3Dbusses,3DpositionedSoundSFX,ortheReflectEffectplug-in)intheWwiseAuthoringToolandimportingtheSpatialAudiocomponentinagameusingtheUnrealEngine.
ItisassumedthatthereaderhasabasicworkingknowledgeofWwiseandtheUnrealEngine.However,thecontentofthisdocumentisdetailedenoughforusersofanylevelofexpertisetocompletethistutorial.FurtherinformationcanbeobtainedfromtheUnrealDocumentation.
Throughoutthistutorial,fourdifferentvirtualacousticzoneswillbecreated,eachofthesevirtualacousticzonesdemonstratesonecapabilityofthenewSpatialAudioplug-in.Eachareahasanambientsoundplacedatitscenterthatactsasanemitter.Thelistenerisleftasthedefaultandcorrespondsinthiscasetothecamera,whichcanbemovedaroundtoexplorethedifferentacousticenvironments.
SectionsA,B,andCarerequiredstepstobuildaproperworkingenvironmentandareexpectedtobecompletedinthisspecificorder.Anyofthefollowingsections(namelyD,E,F,andG)canbecompletedseparatelyandindependentlyinanyorder,oncethethreefirstsectionsarecompleted.
Note:CompletionofsectionsusingtheReflectplug-inrequiretheappropriatelicense.
A-SettingUpTheProjectB-PreparationC-AddReferenceSoundinUnrealD-AddLateReverbE-AddSurfaceReflectorF-AddRoomsandPortalsG-AddSpotReflector
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A-SettingUpTheProjectUsingthelatestversionofWwiseandUnreal,followthestepsbelowinordertobuildyourworkingenvironment.
1. LaunchUnrealfromtheEpiclauncher2. CreateanewUnrealProjectC++Blankproject(withoutstarter
content)calledTestSpatialAudio.3. CloseUnreal.4. StarttheWwiseLauncher.5. InstallWwise.6. SelecttheUnrealEnginetab.7. ClicktheIntegrateWwiseintoProject...button.8. LaunchWwiseusingtheOpeninWwisebutton.9. LaunchUnrealusingtheOpeninUnrealbutton.
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B-PreparationInthissection,wearescalingthefloorandsettingupwallsandportalstodelimitfourdifferentareasthatwillcorrespondtothedifferentacousticenvironmentsinwhichwewillputthespatialaudiocomponents.
1. SelectthefloorandsetanewTransform.SetLocationto(x=0.0,y=0.0,z=0.0).SetScaleto(x=2.0,y=2.0,z=1.0).
2. Createwallsusing8cubeswiththefollowingdimensionsandlocations:
Location(x=775.0,y=0.0,z=100.0)Scale(x=4.5,y=0.25,z=2.0).Location(x=225.0,y=0.0,z=100.0)Scale(x=4.5,y=0.25,z=2.0).Location(x=-225.0,y=0.0,z=100.0)Scale(x=4.5,y=0.25,z=2.0).Location(x=-775.0,y=0.0,z=100.0)Scale(x=4.5,y=0.25,z=2.0).Location(x=0.0,y=-775.0,z=100.0)Scale(x=4.5,y=0.25,z=2.0)Rotation(x=0.0,y=0.0,z=90.0).Location(x=0.0,y=-225.0,z=100.0)Scale(x=4.5,y=0.25,z=2.0)Rotation(x=0.0,y=0.0,z=90.0).Location(x=0.0,y=225.0,z=100.0)Scale(x=4.5,y=0.25,z=2.0)Rotation(x=0.0,y=0.0,z=90.0).Location(x=0.0,y=775.0,z=100.0)Scale(x=4.5,y=0.25,z=2.0)Rotation(x=0.0,y=0.0,z=90.0).
3. MovePlayerstartto:Location(x=-500.0,y=-500.0,z=100.0).
4. Inordertohelpdifferentiatetherooms,addthefollowingPointLightsatthespecifiedlocationswithIntensitysetto50,000:
Red,Location(x=-500.0,y=-500.0,z=500.0).Blue,Location(x=500.0,y=-500.0,z=500.0).Green,Location(x=500.0,y=500.0,z=500.0).Yellow,Location(x=-500.0,y=500.0,z=500.0).
5. Saveas"NewMap".
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Buildworkingenvironment
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C-AddReferenceSoundinUnrealThefirstzoneintroducesa3Dpositionedsoundwhichshouldbepannedandoccluded/obstructedaccordinglyasthelistenerismovingaroundthesource.Occlusion/obstructionoccurswhenthelistener(namely,themaincamera)movesoutsidetheareaandhidesbehindopaquecomponentssuchasawall,afloor,oraceiling.
1. IntheWwiseproject,createanewSoundSFXintheDefaultWorkUnitoftheActor-MixerHierarchy,nameitReferenceSound,andimportanimpulsesound.
CreateSoundSFX
2. MakesuretoenableUsegame-definedauxiliarysendswithpositioningenabledandtypesetto3D.
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Selectpositioningtype
3. CreatetheassociatedEvent"PlayReferenceSoundTest",anddraganddropthe"ReferenceSound"voiceintoit.
CreatesoundEvent
4. Savetheproject.5. InUnreal,openWindow>WwisePickeranddragthe
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"PlayReferenceSoundTest"EventintotheContentBrowser.
DragfromWwisePickertotheContentBrowser
6. Doubleclickthe"PlayReferenceSoundTest"andcreateanewSoundBankcalled"TestSpatialAudioBank"directlyfromtheSoundBanklist.
CreateSoundBank
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SelectSoundBank
7. Dragthe"PlayReferenceSoundTest"EventintothescenetocreateanewAkAmbientSound.
SetLocationto(x=-500.0,y=-500.0,z=100.0).
CreateAkAmbientSound
8. OpenLevelBlueprintfromtheBlueprintsmenuandremove"EventBeginPlay"and"EventTick".
9. Dragthenewlycreated"PlayReferenceSoundTest"itemfromthe
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WorldOutlinerintotheblueprint.10. Right-clicktheblueprintbackgroundandsearchfor"LeftMouse
Button".11. Right-clicktheblueprintbackgroundagainandsearchfor"Post
Event".12. ConnectthePressedoutlettothePostEventExecandthe
"PlayReferenceSoundTest"componenttotheActorinlet.13. Selectthe"PlayReferenceSoundTest"AkEventinthePostEvent.
Adduserinputtotriggerambientsound
14. Intheuppermenu,selectBuild>GenerateSoundBanks....togeneratetheSoundBanksforWindows.
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GenerateSoundBanksfrombuildmenu
15. MakesurethebanksaresuccessfullygeneratedintheOuputLog.
OutputLogforSoundBankgeneration
16. Startthescene.Youshouldnowhearthesoundplay,spatializedin3D,whenpressingtheLeftMouseButton.
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D-AddLateReverbThesecondareaisademonstrationofusinganAkSpatialAudioVolumetoincludeaLateReverbappliedtoanAkAmbientSoundinsideacontainedarea.
1. IntheWwiseproject,createanAuxiliaryBuscalled"TestReverbAuxBus"undertheMasterAudioBus.
CreateanAuxiliaryBusforreverb
2. AddaWwiseRoomVerbEffectandusetheCathedrals>HolypredefinedShareSet.
3. CreateasecondEventcalled"PlayLateReverbTest"anddragthe"ReferenceSound"SoundSFXonit.
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CreatePlayEvent
4. Savetheproject.5. InUnreal,draganAkSpatialAudioVolumevolumeinthescenefrom
theVolumesselection.SetLocationto(x=500.0,y=-500.0,z=100.0).SetScaleto(x=5.0,y=5.0,z=1.0).
Createnewspatialaudiovolume
6. MakesureonlyEnableLateReverbisenabledandthatEnable
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SurfaceReflectorsandEnableRoomremaindisabledforthisAkSpatialAudioVolume.
Select'EnableLateReverb'
7. DragthenewTestReverbAuxBusandPlayLateReverbTestfromtheWwisePickerintotheContentBrowser.
FromWwisePicker,dragAuxiliaryBusandEvent
8. Double-clickthePlayLateReverbTestandassignitto
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TestSpatialAudioBank.
AddingbusandEventtobank
9. SelectthenewAkSpatialAudioVolumeandsettheauxbustoTestReverbAuxBusintheLateReverbsection
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Selectlatereverbauxbus
10. Dragthe"PlayLateReverbTest"EventintothescenetocreateanAkAmbientSound.
SetLocationto(x=500.0,y=-500.0,z=100.0).
AddEventintothescene
11. ReproducestepsC-11toC-13forPlayLateReverbTesttotriggerthe
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sound.(Youcanmapakeyboardkeyinsteadofamousebutton.)12. RegeneratetheSoundBanks.13. Startthesceneandgoinsidethevolume.Triggering
PlayReferenceSoundTestshouldresultinasoundwithreverbappliedonit.
Note:IfEnableRoomischeckedfortheAkSpatialAudioVolume,theAuxiliaryBuscontainingthereverbmusthave3Dpositioningenabledaswell.
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E-AddSurfaceReflectorThethirdareademonstratessurfacereflectorsthatareusedtosimulatetheearlyreflectionimpliedbythepropagationofsoundinanacousticenvironment.Thewavepropagationismodeledusingtheimage-sourcemethodwhichderivesfromthegamegeometrytheappropriatetimedelay(distance),amplitude,andfilterparametersinordertorecreatearealisticacousticenvironment.Realtimecomputationevaluatesthedifferentpathsacousticwavestaketoreachtherelativepositionoflistenersinreferencetosoundemitters.Theresultingeffectprovidesastrongsensationofspaceoftheacousticenvironment.OnecanactuallyseethereflectionthroughtheWwiseReflectEffectEditor,whichdisplaysadistance/amplituderepresentationofeachreflection.
1. InWwise,createathirdEventcalled"PlayReflectTest"anddragthe"ReferenceSound"SoundSFXonit.
CreatenewEventinWwise
2. CreateanauxbusCalled"TestReflectAuxBus"ontheMasterAudioBusandputaReflectplug-inonit.
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CreatenewEventinWwise
3. MakesuretoselectUsegame-definedauxiliarysendsandenable2Dpositioningforthisbus.
Enable2DpositioningforAuxiliaryBus
4. SetReflect'sMaxDistanceto10,000andSpeedofSoundto34,500.
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SetReflectSpeedofSoundandMaxDistance
5. SaveProject6. InUnreal,draganddropthePlayReflectTestandTestReflectAuxBus
fromtheWwisePickerintotheContentBrowser7. Double-clickthePlayReflectTestEventandassignittothe
TestSpatialAudioBank.8. DragandDropthePlayReflectTestintothescenetocreatean
AkAmbientSound:SetLocationto(x=500.0,y=500.0,z=100.0).
9. DragndropaAkSpatialAudioVolumeintothesceneSetLocationto(x=500.0,y=500.0,z=100.0).Setrelativescaleto(x=5.0,y=5.0,z=1.0).
10. Makesurethat"EnableSurfaceReflectors"isenabled,andthat"EnableLateReverb"and"EnableRoom"remaindisabledforthisAkSpatialAudioVolume.
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Addspatialaudiovolumetoscene
11. ThePlayReflectTestAkAmbientSoundshouldbeinsidetheAkSpatialAudioVolume.
12. SelectthePlayReflectTestAkAmbientSound,gototheSpatialAudiooptionandset"EarlyReflectionAuxbus"to"TestReflectAuxBus".
13. YoucanalsoenableDebugDrawanddisplay1storderreflectionsforthisAkAmbientSound(inAkComponent>SpatialAudio>DebugDraw).
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Debugdrawoptionforreflections
14. ReproducestepsC-11toC-15forPlayReflectTesttotriggerthesound.(Youcanmapakeyboardkey,insteadofamousebutton.)
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Userinputtotriggerthesound
15. RegeneratetheSoundBanks.16. Startthesceneandgoinsidethevolume.Youshouldseereflections
beingdrawnandyoursoundbeingroutedtoanauxbusthatusestheReflectplug-inwhentriggeringPlayReflectTest.
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F-AddRoomsandPortalsInarealisticacousticenvironment,portals(suchaswindowsoranyotheropening)willactasnewsourcesforanylisteneroutsidetheacousticvolumeinwhichasoundisemitted.AkAcousticPortalsareusefultomodelthissituationusinganAuxiliaryBustoroutetheaudiblecontentofavolumeandexposeitasanew3dimensionalsourceinanadjacentacousticspace.
1. IntheWwiseproject,createanewAuxiliaryBuscalled"TestPortalAuxBus".
2. MakesuretoselectUsegame-definedauxiliarysendsandtoenable3Dpositioning.
CreatenewAuxiliaryBuswith3Dpositioning
3. AddaWwiseRoomVerbEffectwithRoom_Mediumparameters.
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AddreverbtoAuxiliaryBus
4. CreateafourthEventcalled"PlayPortalTest"anddragthe"ReferenceSound"SoundSFXonit.
AddnewPlayEvent
5. Savetheproject.6. InUnreal,draganddropthePlayPortalTestfromtheWwisePicker
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intotheContentBrowser.7. DraganddroptheTestPortalAuxBusintotheContentBrowser.
AddEventandAuxiliaryBustotheContentBrowser
8. Doubleclickthe"PlayPortalTest"EventandassignittotheTestSpatialAudioBank.
SelectSoundBanksfortheEvent
9. AddanewAkSpatialAudioVolume.SetLocationto(x=-500.0,y=500.0,z=100.0).SetAbsoluteScaleto(x=5.0,y=5.0,z=1.0).
10. Selectthe"TestPortalAuxBus"asanauxbusintheLateReverb
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section.
Addthespatialaudiovolumetosceneandselectlatereverbauxiliarybus
11. MakesuretheEnableLateReverbandEnableRoomarebothenabledandEnableSurfaceReflectorsremainsdisabledforthisAkSpatialAudioVolume.
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Makesuretheroomisenabled
12. ReproducestepsF-1toF-7toaddanotherlatereverbauxbus(withanyRoomVerbpreset)called"TestReferenceAuxBus".
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CreatenewAuxiliaryBuswith3Dpositioning
AddreverbtoAuxiliaryBus
13. AddanotherAkSpatialAudioVolume.SetLocationto(x=-500.0,y=-500.0,z=100.0).SetAbsoluteScaleto(x=5.0,y=5.0,z=1.0).
14. MakesureEnableLateReverbandEnableRoomarebothenabledandEnableSurfaceReflectorsremainsdisabledforthisAkSpatialAudioVolume.
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Addasecondaudiovolumeandenableroom
15. Selectthe"TestReferenceAuxBus"asanauxbusintheLateReverbsection.
Selectlatereverbauxiliarybus
16. AddthreeAkAcousticPortal.Location(x=-500.0,y=0.0,z=100.0)Scale(x=0.5,y=0.5,z=1.0).Location(x=0.0,y=-500.0,z=100.0)Scale(x=0.5,y=0.5,z=1.0)Rotation(x=0.0,y=0.0,z=90.0).Location(x=-500.0,y=0.0,z=100.0)Scale(x=0.5,y=0.5,z=1.0)Rotation(x=0.0,y=0.0,z=90.0).
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Draganewacousticportalintothescene
17. SelectthenewPortalandsettheinitialstatetoOpeninthe"AkAcousticPortal"section.
Makesuretheportalisopened
18. DraganddropthePlayPortalTestintothescene.SetLocationto(x=-500.0,y=500.0,z=100.0).
DragnewEventintothescene
19. ReproducestepsC-11toC-13forPlayPortalTesttotriggerthesound.(Youcanmapakeyboardkey,insteadofamousebutton.)
20. RegeneratetheSoundBanksforWindows.
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21. Startthesceneandstayatthestartlocation.YoushouldhearthesoundfromtheportalwhentriggeringPlayPortalTest.
Note:AnAkAcousticPortalmustbeorientedinawaythattheroomsitwilllinkbetweenarepositionedonitslocalYaxis.Whenselectingaportal,ayellowribbonappearsaroundtheportaltohelpvisualizethat.Theyellowlinerepresentstheseparationbetweenthefrontandbackareas.Thehighestpriorityroomwillbechosenincaseofoverlappingrooms.Note:Iftheworldcontainsoneormorespatialaudiorooms,thenthebehavioroftheocclusion/obstructionalgorithmchangestoutilizetheadditionalinformationthatspatialaudioroomsprovide.Iftheline-of-sighttestbetweentheemitterandlistenerfails:
1. Whenthelistenerandemitterareinthesameroom,theWwiseobstructionfilter(drypathonly)isset.
2. Whentheemitterandlistenerareindifferentrooms,theWwiseobstructionfilter(bothwetanddrypath)isset.
3. Intheabsenceofspatialaudiorooms,thealgorithmassumesthatallsoundsthatdonothavealineofsighttothelistenerareoccluded,andtheWwiseocclusionfilter(bothwetanddrypath)isset.
Note:HavingaddedaroomforsectionF,youwillnownoticethatthesoundscreatedinprevioussectionsthatlieoutsidethenewroomsareoccludedwhenthelistenerisinsidetheroom.Similarly,thesoundsinsidetheroomsareoccludedwhilethelistenerisoutsidetheroom.
InWwise,youcanfinetunethefilterresponseofportalshadowregionundertheObstruction/OcclusiontabinProjectSettings.
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Obstructionvolumecurve
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ObstructionLPFcurve
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Occlusionvolumecurve
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OcclusionLPFcurve
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G-AddSpotReflectorSpotreflectorsarethelastfeatureintroducedinthistutorialandaremainlyusedtomodelsingularacousticreflections.Theycanbeusedtomodeldistantvirtualman-madeornaturallycreatedgeographicfeatureswhichcreateasingulardistinctiveacousticecho.Forexample,mountainsorlargewalls.Theyworkbestwhentheemitteristhelistener.Aspotreflectorcansimplybedroppedinsidetheenvironmentfortheenginetocomputetheappropriateacousticdelaybetweentheemitterandthelistener,basedonthephysicaldistancebetweentheirrespectivelocationandthepointreflection.
1. IntheWwiseproject,createanewAuxiliaryBuscalled"TestSpotReflectorAuxBus"andapplyaReflectplug-intoit.
AddnewAuxiliaryBuswithReflect
2. MakesuretoenableUsegame-definedauxiliarysendsandenable2Dpositioning.
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Makesuretoenable2Dpositioning
3. SetReflect'sMaxDistanceto10,000andSpeedofSoundto34,500.
MakesuretosetReflect'sSpeedofSoundandMaxDistance
4. Savetheproject.5. InUnreal,fromtheWwisePicker,draganddropthe
TestSpotReflectorAuxBusintotheContentBrowser.6. OpentheLevelBlueprintto:
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EnableSpotReflectorsontheplayeremitter.Postthe"PlayReferenceSoundTest"Eventfromtheplayeremitter.(Youcanmapakeyboardkeyinsteadofamousebutton.)
EnableSpotReflectorsontheplayercomponentandPostPlayReferenceSoundTestfromit
7. DraganewAkSpotReflectorobjectintothescene.SetLocationto(x=-150.0,y=-150.0,z=100.0).
8. OntheAkSpotReflectorObject,settheoptionAuxBustoyour"TestSpotReflectorAuxBus".
Dragnewspotreflectorintothescene
9. RegeneratetheSoundBanks.10. Startthescene.WhentriggeringthenewEventfromtheplayer
emitter,youshouldhearreflectionsfromthespotreflectorwhenboththeemitterandthespotreflectorareinthesameroom.OpeningtheReflectplug-inEffectEditoronthe"TestSpotReflectorAuxBus"AuxiliaryBus,youshouldseethereflectionappearinthelistandthegraph.
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MainPage
WwiseUnrealIntegration
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What'sNew?EachversionofthisintegrationmatchesaspecificbuildofUnrealEngine4.Hereiswhathaschangedineachreleaseoftheintegration(inadditiontoupgradingtothenewUnrealbuild).
Note:ThisintegrationdoesnotsupportexperimentalUnrealEngine4features.
MigrationNotesKnownIssues
Versions:
UnrealEngine4.17/4.18-Wwise2017.2.1.6524.866UnrealEngine4.17/4.18-Wwise2017.2.0.6500.836UnrealEngine4.15/4.16/4.17/4.18-Wwise2017.1.4.6407.760UnrealEngine4.15/4.16/4.17/4.18-Wwise2017.1.3.6377.732UnrealEngine4.15/4.16/4.17-Wwise2017.1.3.6377.715UnrealEngine4.15/4.16/4.17-Wwise2017.1.2.6361.696UnrealEngine4.15/4.16/4.17-Wwise2017.1.1.6340.673UnrealEngine4.15/4.16-Wwise2017.1.0.6302.628UnrealEngine4.12/4.13/4.14/4.15/4.16-Wwise2016.2.4.6098.451UnrealEngine4.12/4.13/4.14/4.15-Wwise2016.2.3.6077.435UnrealEngine4.12/4.13/4.14/4.15-Wwise2016.2.3.6077.422UnrealEngine4.12/4.13/4.14/4.15-Wwise2016.2.2.6022.371UnrealEngine4.12/4.13/4.14/4.15-Wwise2016.2.2.6022.359UnrealEngine4.12/4.13/4.14-Wwise2016.2.1.5995.317UnrealEngine4.12/4.13/4.14-Wwise2016.2.0.5972.301UnrealEngine4.12/4.13-Wwise2016.2.0.5972.274UnrealEngine4.11/4.12/4.13-Wwise2016.1.3UnrealEngine4.11/4.12-Wwise2016.1.2UnrealEngine4.11/4.12-Wwise2016.1.1UnrealEngine4.11.2-Wwise2016.1UnrealEngine4.11-Wwise2015.1.7UnrealEngine4.11-Wwise2015.1.6UnrealEngine4.10-Wwisev2015.1.4UnrealEngine4.9-Wwisev2015.1.2
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UnrealEngine4.8-Wwisev2015.1UnrealEngine4.8-Wwisev2014.1.5UnrealEngine4.7-Wwisev2014.1.3UnrealEngine4.6-Wwisev2014.1.1UnrealEngine4.5-Wwisev2014.1August2014-Wwisev2014.1August2014-Wwisev2013.2.9July2014-Wwisev2013.2.9June2014-Wwisev2013.2.8April2014-Wwisev2013.2.7March2014-Wwisev2013.2.6January2014-Wwisev2013.2.5December2013-Wwisev2013.2.4October2013-Wwisev2013.2.1September2013-Wwisev2013.2.1August2013-Wwisev2013.2July2013-Wwisev2013.1.1June2013-Wwisev2013.1.1May2013-Wwisev2013.1.1March2013-Wwisev2013.1
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UnrealEngine4.17/4.18-Wwise2017.2.1.6524.866
WG-34960RemovedminandmaxpropertiesinAkSliderwidget,whicharenowautomaticallysetviaWAAPI.WG-35238Fixed:AllopenAkEventSequencersegmentsupdatetodirtywhenchangesaredetectedintheirWorkUnits.WG-35773AddedboundstotheUAkComponent::UseEarlyReflectionsorderparameter.WG-35949AddedabilitytogenerateasingleSoundBankcontainingonlyanAuxiliaryBus.WG-36083RemovedWAAPIlogspamwhengeneratingSoundBankswhiletheSequencerwindowisopen.WG-36200Fixedcrashwhenrunningeditorwith-gameflag.WG-36357ChangedLaunchertonowcopyVisualStudio2017dependenciestoThirdPartyfolder.WG-36415FixedcrashinUnrealwhenaddingnewAkSliderinUMG
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UnrealEngine4.17/4.18-Wwise2017.2.0.6500.836
ImprovedlistenerhandlingwhileintheEditor.SeeEditorListenerformoreinformation.AddedanewWAAPI-enabledWwisepicker.SeeTheWAAPIPickerformoreinformation.ImprovedSequencerintegrationwithscrubbingand'playfromanywhere'support.SeeLevelSequencerformoreinformation.AddedWAAPI-enabledwaveformrenderingtoAkAudioEventSectionSequencersections.SeeLevelSequencerformoreinformation.ExposedWAAPItoBlueprint.SeeWAAPIBlueprintFunctionsformoreinformation.AddedWAAPI-enabledwidgetsforuseinUMG.SeeWAAPIWidgetsformoreinformation.WG-30009Fixed:AddedsupportformultiplelistenersviaBlueprint.WG-30010SetMultiplePositionsisnowexposedinBlueprint.WG-33932Removedtheexperimentalalternateocclusionfeature.WG-35307AddedmoreconfigurationstotheSetBusConfigBlueprintnode.
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UnrealEngine4.15/4.16/4.17/4.18-Wwise2017.1.4.6407.760
WG-33333Removedobsoletecodethattriedtohandleglobalfocus.WG-34745ReducedLowerEnginememorypoolsizeonmobileplatforms.WG-34879ExposedthecollisionchannelusedforocclusionlinetraceinAkComponent'sproperties.WG-35035Ensuredsettingtheocclusionrefreshintervalto0fromBlueprintcorrectlydisablesthefeature.WG-35104Inamultiplayerscenario,listenersarenowproperlyhandled.WG-35463Fixed:Portalsnotworkingon32-bitplatforms.WG-35473Nowregistergameobjectsonlywhentheworldisvalid.WG-35614Removedcoordinatesconversion.Seemigration_to_2017_1_4formoreinformation.
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UnrealEngine4.15/4.16/4.17/4.18-Wwise2017.1.3.6377.732
AddedsupportforUnreal4.18.WG-35104Fixed:Donotcreatealisteneronadedicatedserver.WG-35272Fixed:AddedsupportforAndroid64-bitbuilds.WG-35286Fixed:AvoidcrashwhenhavingaAddSurfaceReflectorSetComponentBlueprintnodeconnectedtonothing.
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UnrealEngine4.15/4.16/4.17-Wwise2017.1.3.6377.715
WG-34797UndoingasurfacedeletiononaSpatialAudioVolumeproperlyrefreshesitsdetailspanel.WG-34810LateReverbComponentpropertiesarenowproperlyserialized.WG-34878,WG-34906SoundsarenowproperlyspatializedinaPlayinEditorsession.WG-34907PerformanceimprovementforFAkAudioDevice::Get().
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UnrealEngine4.15/4.16/4.17-Wwise2017.1.2.6361.696
WG-32413Fixed:CannothearsoundsintheContentBrowserandtheAnimationEditor.WG-33970Fixed:(Mac)CrashwhenrunninggamewithPAKfiles.WG-34030Fixed:ProperlyupdatethedetailspanelwhenasurfaceisremovedfromanAkSpatialAudioVolume.WG-34083Fixed:RefreshissuewhenchangingaSpatialAudioVolume'sgeometryproperties.WG-34213Fixed:SoundscannowbeheardfromtheContentBrowserandtheAnimationEditor.WG-34222VirtualAcousticsfactoryShareSetsnowappearintheWwisePicker.WG-34276AddedabilitytoallowpostedEventstocontinueplayingpasttheirassociatedsectionswithinLevelSequences.WG-34605Fixed:PortalsarenotpushedtoWwiseSpatialAudiowhenstartingagame,insomecircumstances.WG-34630Fixed:Crashwhen-nosoundoptionisenabled.WG-34703Fixed:PreventcrashwhenmodifyingmultipleSpatialAudioVolumesatthesametime.WG-34704Fixed:PreventcrashwhenunregisteringanAkComponentthatisadefaultlistener.WG-34745Fixed:Reducedlowerenginememorypoolsize.
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UnrealEngine4.15/4.16/4.17-Wwise2017.1.1.6340.673
AddedsupportforUnrealEngine4.17SinceUnreal4.17,theUnrealaudiosystemneedstobedisabledontheXboxOneandSwitchplatforms.PleaserefertoFrequentlyAskedQuestionsformoreinformation.WG-34098(Mac)AnAkComponentlocatedatexactlythesamepositionasavolumewithanAkRoomComponentwillbeproperlyassignedtothatroom.WG-34119Fixed:UninitializedlistenerIDvaluesenttoSpatialAudioAPIviaSetEmitterAuxSendValues.WG-34368Fixed:FAkAudioDevice::PostEventAtLocationdoesnotregistergameobject.WG-34388Fixed:CrashinEditorwhenresettingRTPCsequencenametodefaultinLevelSequencer.
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UnrealEngine4.15/4.16-Wwise2017.1.0.6302.628
AddedSpatialAudiocomponents.SeeSpatialAudioObjectsformoreinformation.WG-32095:AddedsupportforVisualStudio2017WG-32388Fixed:ProperlyparseMaxattenuationradiuswhengeneratingSoundBanks.
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UnrealEngine4.12/4.13/4.14/4.15/4.16-Wwise2016.2.4.6098.451
AddedsupportforUnrealEngine4.16WG-31942Fixed:AddedsupportforWwisefilepackages.WG-33251Fixed:Addedmissingincludefileswhenbuildingnon-Unitybuilds.
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UnrealEngine4.12/4.13/4.14/4.15-Wwise2016.2.3.6077.435
WG-32914Fixed:AvoidpotentialdeadlocksandcrashesintheAKUnrealIOcodeinapackagedgame.
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UnrealEngine4.12/4.13/4.14/4.15-Wwise2016.2.3.6077.422
WG-30020Fixed:AllowpossibilitytodismissthewarningaboutmissingWwiseprojectoneditorstartup.WG-30695AddedsupportfortheSwitchplatform.WG-31076Fixed:MarkedalloftheWwiseBlueprintnodesasBlueprintCosmetictoavoidrunningthemonadedicatedserver.WG-31455AddedAkComponentCallbackManager.ThisallowsbetterhandlingofrequiredcallbacksforanAkComponent,reducingconcurrencyrisks.WG-32046Fixed:AddpossibilitytoautomaticallystartanAkAmbientSoundonBeginPlayWG-32490Fixed:DeprecatedlevelsequencercodeWG-32763Fixed:Discontinueduseofmonolithicengineheaderfiles,like"Engine.h".WG-32768Fixed:CrashwhenloadinglargebanksusingEDL.WG-32799Fixed:IncreasednumberofconcurrentIOtransfersineditortospeedupSoundBankloading.
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UnrealEngine4.12/4.13/4.14/4.15-Wwise2016.2.2.6022.371
WG-32464AllowopeninganexistingprojectinUE4.15ontheMacplatform.
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UnrealEngine4.12/4.13/4.14/4.15-Wwise2016.2.2.6022.359
WG-31087AddedLevelSequencesupport.WG-31687AddedEventDrivenLoadersupport.WG-31816AddedmigrationofMatineetrackstoSequencertracks.WG-31924Fixed:EditorcrashwhentryingtopostanEventonanAkComponentthatisbeingauto-destroyed.WG-32259Fixed:MadeAkComponentaBlueprintablecomponent.BlueprintcomponentscannowuseAkComponentasabaseclass.
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UnrealEngine4.12/4.13/4.14-Wwise2016.2.1.5995.317
WG-31588Fixed:Makesurenosoundisplayedonadyingactor.WG-31590Improvedlow-memoryconditionsrelatedtocallbacks.WG-31860Fixed:Removewarningsfoundbyclangstaticcodeanalysis.WG-31876Fixed:AllowrelativepathsfortheWwiseinstallpath.WG-31888Fixed:PotentialcrashonexitduetoaccessingdeletedFString.
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UnrealEngine4.12/4.13/4.14-Wwise2016.2.0.5972.301
WG-31589Fixed:Donotdestroyaspawnedcomponentthatisnotsettoauto-destroyandisfailingtopostanevent.WG-31678Fixed:Streamingfilescannowbeopenedcorrectly.WG-31771Fixed:AvoidacrashwhenaddinganAnimNotify_AkEventtoaplayinganimation.
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UnrealEngine4.12/4.13-Wwise2016.2.0.5972.274
WG-29980Language-specificfoldersarenowparsedtoretrievemaxattenuationvaluesforEvents.WG-30448ImprovedloggingofAkComponentwhenattemptingtopostaninvalidAkEvent.WG-30491Fixed:MakesuretostopsoundswhenendingaPIEsession.WG-31030Fixed:OptimizedFAkAudioDevice::Get().WG-31040Fixed:MemoryleakinAkComponentwhenattemptingtopostaninvalidAkEvent.WG-31075Fixed:RemovedcalltoFAkAudioDevice::Get()frombankloadcallbacksinordertopreventcrashinmodulemanager.WG-31186Fixed:PreventcrashinAkComponentCallbackbycancelingEventcallbackswhenAkComponentgetsdestroyed.WG-31204Fixed:MemoryleakwhenaspawnedAkComponentfailedtopostitsassociatedEvent.WG-31277Fixed:CrashineditorwhenattemptingtopostanEventonadestroyedactor.
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UnrealEngine4.11/4.12/4.13-Wwise2016.1.3WG-30993Fixed:RemoveexplicitLoadLibraryonXAudio2.7.WG-31015Fixed:LinkwiththeRecorderplug-in.
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UnrealEngine4.11/4.12-Wwise2016.1.2WG-30304Fixed:"Unloadstreamlevel"nolongerpostsaglobal"StopAll"totheSoundEngine.WG-30754Fixed:FAkAudioDevice::PostEventnowalwaysreturnstheplayingID.WG-30804Fixed:RemoveddependenciesontheWwiseSDKsamples.ThenewIOsystemnowusesUnrealIOutilitiesonly.
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UnrealEngine4.11/4.12-Wwise2016.1.1WG-29972Fixed:Multiplepotentialthreadingissueswiththeauto-destroybehavioroftheAkComponent.WG-29979Fixed:EndOfEventcallbacksarenowalwayscalled.WG-30004Fixed:SetGameObjectOutputBusVolumeisnowexposedinBlueprintsandAkAudioDevice.WG-30404Fixed:TheattenuationscalingfactornowproperlyworksonAkComponents.WG-30409Fixed:ItisnowpossibletodecodeVorbis-encodedfiles.
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UnrealEngine4.12-Wwise2016.1WG-29991AddedAkEventStringInputFieldtoAkAmbientSound.WG-29997Suppressedduplicate"LogAkAudio:StopAllAPIcalled"entriesintheoutputlog.WG-30218Fixed:CrashwhenconnectingtheWwiseProfilertotheAndroidplatform.WG-30255Fixed:UE4crashwhenaddingkeytoAkEventTrackinMatinee.WG-29991AddedAkEventStringInputFieldtoAkAmbientSound.WG-29997Suppressedduplicate"LogAkAudio:StopAllAPIcalled"entriesintheoutputlog.
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UnrealEngine4.11.2-Wwise2016.1WG-29917Fixed:FixedacasewheretheattenuationradiusofAkAmbientSoundsdidnotshowupintheEditorwindow.WG-30000Fixed:ChangedmetapropertiesofStartAllAmbientSoundsandStopAllAmbientSounds.WG-30012Fixed:IntegratedGitHubpullrequest#5.Showprojectsupportedplatformsas"AvailablePlatforms"inthe"GenerateSoundBanks"window.WG-30014Fixed:FixedacrashwhenstartingaPlayinEditorsessionthatusesadedicatedserver.WG-30031Fixed:RemovedusageoftheWorldglobalpointer.WG-30205Fixed:OntheMacplatform,theWwise.apppathmaynowcontainspaces.
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UnrealEngine4.11-Wwise2015.1.7UI-316Fixed:PreventacrashwhenstartingaPlayinEditorsessionwithadedicatedserver.WG-29917Fixed:MakesuretheattenuationradiusisvisibleintheEditor.WG-29944Fixed:StopambientsoundswhenstoppingPIEsession.
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UnrealEngine4.11-Wwise2015.1.6TheWwiseUnrealintegrationisnowaplug-in.PleaseseeMigratingfromtheUE4Wwiseintegrationsourcecodetotheplug-inversionformigrationnotes.UI-273Fixed:CreateanewuassettypeforAuxiliaryBusses.ThisallowstoassignanAuxBustoaSoundBank.SeeAkAuxBusformoreinformation.UI-280Fixed:Deprecated"...byname"methods,andreplacedthenwithastringfieldintherelevantmethods.SeeMigrating"...byname"methodsformoreinformation.UI-309Fixed:MadetheWwiseprojectpathrelativetothegamefolder,insteadofrelativetotheUE4Editor.exefile.SeeMigratingtheWwiseprojectpathformoreinformation.
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UnrealEngine4.10-Wwisev2015.1.4UI-265Fixed:IntheAnimNotifies,testtheAkComponent'svaliditybeforeusingit.ThisreduceslogspamwhenusingUEwiththe-nosoundoption.UI-270Fixed:Itisnowpossibletobuildinnon-Unitymode.
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UnrealEngine4.9-Wwisev2015.1.2UI-249Fixed:AvoidcrashingwhennoAudioPlaybackdeviceisavailableonWindows.Addeda"SpawnAkComponentatlocation"Blueprintnode.SeeSpawnAkComponentatLocationformoreinformation.AddedsupportfortheMacEditor.AddedsupportfortheMacplatform.AddedsupportfortheiOSplatform.AddedsupportfortheLinuxplatform.
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UnrealEngine4.8-Wwisev2015.1MigratedtheUE4.8integrationtoWwise2015.1FixedacrashonXboxOneiftheappmanifestdidnotcontainadefinitionforWwisecommunicationports.
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UnrealEngine4.8-Wwisev2014.1.5UI-206Fixed:Soundswithanattenuationcannowbeheardwhenananimationwindowisopened.UI-212Fixed:Addeda"LoadInitBank"Blueprintnode.UI-213Fixed:AddednullchecksinBlueprintnodes,preventingcrashes.UI-214Fixed:Nocrashwhensavinganoutputcapturetodisk.UI-215Fixed:NoissuewiththeAttenuationScalingFactorofanAkComponentnotbeingsetwhenattachedtoanactor.UI-217Fixed:MadeAkReverbVolume'scollisionsettingsvisibleinthedetailspanel.UI-220Fixed:Fixedtheocclusionfadebehaviorforsoundsthataspawnoccluded.UI-223Fixed:ThegatheringofthemaxattenuationsforAkEventdoesnothaltwhentheparsingofoneSoundBankfails.UI-226Fixed:SoundBankgenerationisnowperformedbythe32-bitWwiseCLI.exewhenthe64-bitWwiseCLI.exeismissing.UI-230Fixed:NowusingOnComponentDestroyedinsteadofFinishDestroytounregisterWwiseGameObjects,whichhadcausedsomeGameObjectstoberegisteredfortoolong.UI-233Fixed:AddedvaliditychecksonactorsintheGetGameObjectIDfunction.UI-234Fixed:MultipleviewportsintheSetListenerfunctionareproperlyhandled.ThisfixesacrashinAkAudioDevice.cpp.UI-236Fixed:TheLocationTypegiventotheGetAkComponentBlueprintnodeisproperlyhandled.UI-239Fixed:NocrashatengineshutdownasaresultoftheBankManagerunloadingSoundBanksthatmightalreadyhavebeendestroyed.Addeda"Follow"checkboxtotheAnimNotify_AkEvent.LeavingituncheckedwillposttheAkEventataspecificlocation,insteadofattachingtotheparent.AddedanewAnimNotify:AnimNotify_AkEventByName,allowingtoposteventsusingtheirnameasastring.AddedDebuggingtoolstoBlueprints.Formoreinformation,seeDebugBlueprintFunctions
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UnrealEngine4.7-Wwisev2014.1.3AddedsupportfortheAndroidplatform.Nowincludinganewdemonstrationgame,basedonEpic'sFirstPersonTemplate.Formoreinformation,seeSampleGame.AllWwiseIntegrationsettingsnowhavetheirpageintheUnrealProjectSettingswindow.NoneedtomanuallyeditINIfilesanymore!UI-157Fixed:WhengeneratingtheSoundBanks,addtheMaxAttenuationinformationtoAkEvents.ItcanberetrievedviaBlueprints.UI-187Fixed:AllowthepreviewofAkEventsfromtheContentBrowserbypressingthespacebar.UI-188Fixed:WhenanAkAmbientSoundisabouttobedestroyed,cancelitseventcallbacktoavoidusingadestroyedobjectinthecallback.UI-189Fixed:AddedanattenuationscalingfactortoAkComponent,allowingtomakeeachactor'sattenuationradiusunique.UI-190Fixed:AddedanewBlueprintnodethatallowssettingtheexactlistofloadedSoundBanks.Formoreinformation,seeLoadBanksUI-193Fixed:GettheUAkAudioEventFactorydirectlywhencreatingUAkAudioEventsbyDrag&Drop.UI-194Fixed:OptimizedthefindingofAkReverbVolumesatalocation.UI-195Fixed:Addedblueprint_actor_posteventbyname,features_blueprintcsoundbanks_loadbyname,andUnloadBankBlueprintnodes.UI-196Fixed:AddedaconfigurationparameterforthemaximumnumberofconcurrentReverbVolumesappliedonasound.UI-201Fixed:AddedanUAkAudioEventtoAkComponent,tobringitinsyncwithUnreal'sAudioComponent.AnAkComponentcanbyaddedinaBlueprintviadrag&dropofaUAkAudioEvent.AnactorwithanattachedAkComponentwillalsoshowitsattenuationradiusintheEditor.UI-204Fixed:Addedcodetounloadauto-loadedSoundBanks.UI-205Fixed:Don'tposteventsinaworldthatdoesnotallowaudioplayback.UI-208Fixed:FixedapotentialcrashwhengeneratingSoundBanks.
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UnrealEngine4.6-Wwisev2014.1.1UI-183Fixed:UsethedebugSoundEnginelibrarieswhenUnrealBuildToolisconfiguredtousethedebugCRTlibraries(bDebugBuildsActuallyUseDebugCRT=true).UI-184Fixed:AddedabillboardcomponenttoAkComponenttomakethemvisibleintheEditor.UI-186Fixed:Allowdrag&dropof.bnkfilesintheContentBrowsertocreateUAkAudioBankassets.
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UnrealEngine4.5-Wwisev2014.1UI-172Fixed:ResolvedassertcreatedbytheAkReverbVolumeChannelcollisionchannel.UI-174Fixed:Optimizedthe"GenerateSoundBanks"window.UI-175Fixed:Addedpreprocessorguardstoremovecompilationerrorsonplatformsnotsupportedbythisintegration.
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August2014-Wwisev2014.1UI-166Fixed:AuxiliaryBuspropertiesarenowappliedonAmbientSoundscontainedwithinReverbVolumes.UpdatedWwiseversionto2014.1.Ifyouwishtokeeponusing2013.2.x,seeFrequentlyAskedQuestions.
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August2014-Wwisev2013.2.9AddedJapanesedocumentation.
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July2014-Wwisev2013.2.9AddedaSwitchDemomaptotheUnrealWwiseDemosamplegame,demonstratingtheuseofswitches.UI-161Fixed:RemovedtheduplicateAkComponentcreatedwhenstartinganambientsound.ThispreventedtheStopAmbientSoundmethodfromworking.
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June2014-Wwisev2013.2.8UI-152Fixed:AddSoundBanksandstreamedfilestothepackagingprocess.
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April2014-Wwisev2013.2.7UI-149Fixed:SetproperdefaultvaluesforAkReverbVolumes.
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March2014-Wwisev2013.2.6VisualStudio2013isnowusedbydefault.PleaserefertotheRequirementspageformoredetails.UI-146Fixed:Fixednon-unitybuildcompilationerrors.UI-147Fixed:
VerifytheSoundEngineisinitializedintheAkComponenttickfunction;ProperlysetthecollisionchannelnameforAkReverbVolumes;Avoidloadingbanksinacommandlet;Removedtheautomaticbankcreationmechanism.
UI-148Fixed:Use"GetPlayerController"intheRTPCDemoBlueprinttoensuresoundkeepsplayingwhentransitioningbetween"Simulate"and"Possess"modesinEditor.
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January2014-Wwisev2013.2.5AddedanexampleofAkAnimNotifyinShooterGame.ItislocatedintheFPP_RifleReloadanimation.UI-131Fixed:SpatializedsoundsarenowaudibleintheAnimationEditor:AddedasecondlistenerfortheAnimationEditorwindow,androutedgameobjectscreatedinthiswindowtothenewlistener.
Warning:ThisfixchangestheAnimNotify_AkEventBlueprint.Ifyouhavemademodificationstoit,besuretokeepabackupbeforemergingthisintegration.
UI-134Fixed:RemovedtheinputflagStopWhenOwnerDestroyedtoGetAkComponent.Itwasunusedandcouldcreateconfusion.AddedaSetStopWhenOwnerDestroyedmethodtotheAkComponent.UI-136Fixed:AllowWwiseAuthoringtocommunicatewithanXboxOneapplication.UI-137Fixed:Makesureatemporarygameobject(createdby"PostEventatLocation")issubjecttoAAkReverbVolumes.UI-138Fixed:PreventtheSoundEnginefromcreatingUEerrorswhilerunninginacommandlet.Thisisaworkaround.MaybetheSoundEngineshouldnotbeinitializedatall.UI-139Fixed:RemovedFMath::AbsonZprojectionwhensettinglistenerpositioninSoundEngine(Unrealcodehasbeenleftuntouched).Thisallowsupsidedownlisteners.UI-145Fixed:FixedanerrorintheAkComponent::SetRTPCValuemethodthatpreventedRTPCsfrombeingproperlyapplied.
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December2013-Wwisev2013.2.4UnrealWwiseintegrationnowofficiallysupportsPS4andXboxOneplatforms!Addedplatformselectiontobankgenerationdialogbox.Addedbankgenerationdialogboxtobuildmenu.LinkedProjectconfigurationparameterhasbeenmovedfromEngine/Config/BaseEditor.inito<YourGame>/Config/DefaultGame.ini.Addedsimpleocclusionsupport.FixedacrashwhengettingtheUAkComponentfromanothercomponentwhichhasnoowner.UI-130Fixed:FixedperformanceissueswiththeUAkComponent::UpdateAkReverbVolumeListmethod.UI-130Fixed:AddedaflagtotheUAkComponentspecifyingifitisinfluencedbyreverbvolumes.UI-132Fixed:PreventUAkComponentsfromtickingonserverconfigurations.UI-135Fixed:ExposeRTPCinterpolationtime.
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October2013-Wwisev2013.2.1AddedbankgenerationforPlayStation4andXboxOne.AddedAkReverbVolume,allowingformappingavolumeinspacetoaWwiseauxiliarybus.UI-128Fixed:ImplementedasynchronousIOaccess.
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September2013-Wwisev2013.2.1FixedbuildsettingsforVisualStudio2012.FixedUEngine::UseSound()returningfalsewhenonlyAkAudioDeviceispresent.FixedcrashinUAkComponent::PostAkEventwithnullevent.Fixedgameobjectpositionwithstaticactor.
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August2013-Wwisev2013.2FixedconfusionbetweenActor,AkComponent,theWwisegameobjectandtheirrespectivelifespans:
AkComponentfollowsattachmentsemanticsofEpic'sAudioComponent.AkComponentsarere-usedwhenallattachmentparametersmatch.AkGameplayStaticscontainsglobalhelperstargettingActorsforeasyuseinblueprints.
FixedmissingEventsandBanksinSoundBankDefinitionFile.FixedgameobjectnamesinWwiseProfiler.GeneratingSoundBanksnowtriggersarefreshofloadedbanks.SetRTPCValueglobalhelpernowsupportssettingaGameParameteratglobalscope(noActortarget).
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July2013-Wwisev2013.1.1AddedmessageboxincaseoferrorduringSoundBankGeneration.New,distinctcolorsforAudiokineticEventandAudiokineticBankassettypesintheContentBrowser.FixedcompilationonXboxOneandPS4platforms.FixedissuewithAnimNotify_AkEventusingthewrongtype.FixedupdateofAkComponentGameObjectposition.
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June2013-Wwisev2013.1.1AddedDebugGamebuildconfigurationsupport.PartialWwiseSDKnowincludedtohelpsettinguptheintegration.Fixedxaudio2/mmdevDLLunloadissuesinWindows64-bitbuild.Stoppedmatineemoviefromplayingindemomap-waspreventinguserinputfromworking.FixedAkAudioDevicelistenerpositionupdateinFLevelEditorViewportClient::UpdateAudioListener.ChangedtheAudioDeviceModuleNamedefaultvaluetoXAudio2onthewindowsplatform.
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May2013-Wwisev2013.1.1Introduceddoxygendocumentation.NowbuildingusingWwise2013.1.1build4677.
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March2013-Wwisev2013.1NowbuildingusingWwise2013.1betabuild4609.
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MainPage
WwiseUnrealIntegration»What'sNew?
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MigrationNotes
MigratingtotheUE4.17/4.18Wwise2017.2.0integration
Acoordinatesystemconversionhasbeenremovedfromthe2017.2.0integration.Thisconversionwasputinplacetoconvertfromtheleft-handaxissystemusedinUnrealEngine4(withtheXandYaxesbeingthefloor)tothedefaultleft-handsystemusedinWwiseGameObject3DViewer(withtheXandZaxesbeingthefloor).InorderfortheWwiseGameObject3DViewertoproperlydisplayGameObjectsfromUnreal,pleasegototheGameObject3DViewersettingsandsettheFloorPlanetoX-Y:
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MigratingAkAcousticPortalobjectsPleasenotethatinWwise2017.2.0,SpatialAudioPortalshaveadistinctorientation.ThePortal'slocalY-axisistheaxisalongwhichtwoadjacentRoomsarelinked.ItwillbenecessarytoexamineallexistingPortals,androtate(by90degrees,alongtheZ-axis)thosethatarenotproperlyalignedinordertolinkRoomsalongtheY-axis.AnewvisualizationcomponenthasbeenaddedtothePortalstomaketheorientationofthePortalimmediatelyapparenttotheuser.PortalsthatareincorrectlyalignedmaybehaveunexpectedlyorreturnerrorswhensenttoWwiseSpatialAudio.
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MigratingtotheUE4.11/4.12Wwise2016.1.1integrationAspartofthefixforWG-30404,theAttenuationScalingFactorUPROPERTYofAkComponenthasbeenmaderead-onlyinBlueprints.Tosetitsvalue,younowneedtocalltheSetAttenuationScalingFactormethodonAkComponent.
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MigratingfromtheUE4Wwiseintegrationsourcecodetotheplug-inversionStartingfromUnrealEngine4.11,theWwiseUE4integrationwillnowbedistributedasaplug-in.
Note:EventscannolongerbedraggedfromWwiseanddroppedintheUnrealContentBrowsertocreatecorrespondingAkAudioEventobjects.TheycannowbedraggeddirectlyfromtheWwisePickerintotheUnrealContentBrowsertocreatetheircorrespondingobjects.
ToupdateaUE4projectfromUE4.10(orolder)toUE4.11(ornewer):
1. Backupyourgameproject.2. InstallUnrealEnginefromtheEpicGamesLauncherorcompileyour
ownUnrealEnginefromsourcecode.3. InstalltheWwiseUnrealplug-inasanEngineoraGameplug-in,as
outlinedinInstallation.MakesurethatyouusetheSDKfilesyoubuiltwhendoingso.
4. LoadyourgameprojectintheUnrealEditor.5. IfyouinstalledtheWwiseUnrealplug-inasanEngineplug-in,
enabletheWwiseplug-inbygoingtoEdit>Plugins>Audioandselectingthe"enable"optionundertheWwiseUnrealEngine4Integrationsection.Youwillneedtoreloadyourprojecttoenabletheplug-in.
6. IfyourprojectusestheAkEventortheAkEventByNameAnimNotify,youwillbepromptedtoreloadyourprojectassomeassetsweremodifiedtosupportthenewplug-inmodel.
ThelaststepisnecessarybecausetheAnimNotifiesprovidedwiththeplug-inhadtobemovedfromtheEnginecontentfoldertotheplug-in'sowncontentfolder.Movingthereferencesrequiresaprojectreload.
Onceallthestepshavebeencompleted,youarereadytousetheWwiseUnrealplug-in.
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Migrating"...byname"methodsStartingwiththe4.11versionoftheWwiseUnrealplug-in,all"...byName"methods(forexample,PostEventByNameorLoadBankByName)aredeprecated.ItisstillpossibletousestringstopostEventsorloadSoundBanksbyusingtheadvancedfieldsintheBlueprintnodes.Forexample,ifyouwishtopostanEventbyname,youshouldnowusethe"EventName"fieldofthe"PostEvent"Blueprintnode:
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MigratingtheWwiseprojectpathStartingwiththe4.11versionoftheWwiseUnrealplug-in,theWwiseprojectpath,foundintheWwisesettings,isnowrelativetothegamefolder,insteadoftheUE4Editor.exefile.Thechangeshouldbeautomaticallydonethefirsttimeyourunthe4.11WwiseUnrealplug-in.
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MainPage
WwiseUnrealIntegration»What'sNew?
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KnownIssuesWG-29964ItisnotpossibletoconnecttheWwiseProfilertoaLinuxgame.WG-29968FreezeoniOSplatform.MakesuretodisabletheUnrealEngineaudiodevice.SeeFrequentlyAskedQuestionsformoreinformation.WG-29981SupportformultipleindependentViewports.WG-29982UseReverbVolumesflagdoesn'tworkinrealtime:TheBlueprintbox"Setusereverbvolumes"doesnotworkasexpected.WG-30900AddsupportforlistenerpositioningwithinAnimationeditor.WG-33970CrashwhendeployingapackagedgameusingPAKfilesonMacoriOS.
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