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WwiseUnrealIntegration

Requirements

UnrealEngine

EachreleaseoftheUnrealWwiseplug-iniscustomizedforcertainversionsoftheUnrealEngine.BesuretouseoneofthesupportedversionsoftheUnrealEngine,asindicatedinWhat'sNew?

ThelatestsupportedUnrealversionforthisplug-inisUnrealEngine4.18.

WwiseThisplug-inisbasedonWwise2017.2.1build6524.;whileitispossibletouseanalternateversionoftheWwiseSDK,modificationstotheplug-incodemaybenecessary.

PlatformsThisplug-inhasbeentestedonWindows,Mac,Linux(SteamOS),XboxOne,PlayStation4,Android,andiOS.Modificationsmayberequiredtotargetotherplatforms.

MainPage

WwiseUnrealIntegration

InstallationBeforeproceeding,reviewtheRequirementspageandmakesuretheappropriateversionsoftheUnrealEngine,UnrealWwiseplug-in,andWwiseareused.

ThisUE4integrationpackagecontainsfilesrelatedtotheWwiseplug-inonly;itdoesnotcontaintheentireUnrealEnginesourcecode,northeWwiseSDK.

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

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

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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WwiseUnrealIntegration

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.

BuildingtheUnrealWwiseplug-infromsourceIftheinstallationstepsoutlinedinInstallationhavebeenfollowedcorrectly,rebuildingtheUnrealWwiseplug-inisdonethesamewayasrebuildingtheUnrealEngine.Foramoredetaileddescriptionofthisprocess,pleaseconsulttheUnrealEnginedocumentation.

Formoreinformationonpluginswithsourcecode,pleaserefertotheUnrealEnginedocumentation.

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WwiseUnrealIntegration

UsingtheIntegrationInitialSetupHowtosetupusingWwiseafterbuildingUnrealwiththeintegration.

WorkflowAbasicworkflowtogetstarted.

UE4C++projectsAquickoverviewtogetstartedusingaC++project.

SampleGameAquickoverviewoftheUnrealWwiseDemogamedemonstratingtheintegrationfeatures.

FeaturesSurveyofthefeaturesintroducedbytheintegration.

FrequentlyAskedQuestionsAnswerstothemostfrequentlyaskedquestions.

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WwiseUnrealIntegration»UsingtheIntegration

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.

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

WorkflowHereisasampleworkflowusingtheintegration:

1)CreateaWwiseprojectCreateaWwiseprojectforthisgameusingtheWwiseAuthoringApplication.SomeEventsarecreated,butnoSoundBanksneedtobecreatedyet.

2)AddAkAudioEventobjectstoUnrealpackagesIntheUnrealContentBrowser,addAkAudioEventobjectstopackages.

3)ReferenceAkAudioEventobjectsinalevelAkAudioEventobjectscannowbereferencedinalevel,suchasinusingWwise-specificBlueprintFunctionsorAkAmbientSoundobjects.

4)AddAkAudioBankobjectsTheWwiseassetsassociatedwithAkAudioEventobjectcanbedistributedacrossanynumberofAkAudioBankobjects.UsingtheUnrealContentBrowser,addAkAudioBankobjectsasrequired.

5)SettheRequiredBankpropertyforeachAkAudioEventTheRequiredBankpropertyofeachAkAudioEventdetermineswhichAkAudioBankitscontentwillbestoredin.ThispropertymustbesetforeachAkAudioEventusedinthegame.

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

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

SampleGameAsamplegamecontainingtheWwiseUE4IntegrationisavailabletodownloadintheWwiseLauncher.PleaserefertotheLauncher.

Thegame'smapprovidesseveraldemonstrationstations.

GenerationoftheSoundBanks

Note:GenerateSoundBanksforthisprojectfromtheWwiseDemoGameUnrealEditor.

1. OpentheWwiseDemoGameintheUnrealEditor.2. Fromthetoolbar,clickthearrownexttoBuildandselectGenerate

SoundBanks...fromtheAudiokineticcategory.3. SelectalltheSoundBanksandthedesiredplatformsandclickOK.

Oncompletion,theresultingcontentisvisiblein.../WwiseDemoGame/Content/WwiseAudio.

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

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

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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WwiseUnrealIntegration»UsingtheIntegration

FeaturesThefollowingsectionsgiveanoverviewoftheelementsthattheintegrationbringstoUnreal.

UnrealObjectsUnrealObjectsintroducedtoexposebaseWwiseconcepts.

EditorIntegrationWAAPI-enabledworkflowenhancementstotheEditor.

BlueprintFunctionsBlueprintfunctionsavailableinvisualscripting.

AnimationAnimationNotifyforEvents.

LevelSequencerSequencerTracksforEventsandRTPC.

MatineeMatineeTracksforEventsandRTPC.

OcclusionOcclusionsupport.

WwiseAuthoringAPI(WAAPI)WwiseAuthoringAPI(WAAPI)

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WwiseUnrealIntegration»UsingtheIntegration»Features

UnrealObjectsSpatialAudioObjectsWAAPIWidgets

AkAudioEventUnrealobjectrepresentingaWwiseEvent.Canbecreatedeitherbydrag-and-dropfromtheWwisePickerorbyright-clickingintheUnrealContentBrowser.ItsnameshouldexactlymatchthenameofanEventintheWwiseProject.

PropertiesRequiredBank:SpecifiestheSoundBankthatcontainsthisEventalongwithitsstructuresandmedia.

UnrealContentBrowserContextMenuOptionsPlayEvent:PoststheEvent.StopEvent:StopsallcurrentlyplayingEvents.

AkAuxBusUnrealobjectrepresentingaWwiseAuxiliaryBus.Canbecreatedeitherbydrag-and-dropfromtheWwisePicker,orbyright-clickingintheUnrealContentBrowser.ItsnameshouldexactlymatchthenameofanAuxiliaryBusintheWwiseProject.Thisallowstoaddplug-inmediatoaSoundBankfromwithintheUnrealEditor.

PropertiesRequiredBank:SpecifiestheSoundBankthatcontainsthisAuxiliaryBusalongwithitsassociatedplug-inmedia.

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.

AkAmbientSoundAkAmbientSoundisanAActorclassusedinthesamewayastheAAmbientSoundobjectthatissuppliedwiththedefaultUnrealAudiosystem.ItsplaybackiscontrolledeitherviaitsownobjectBlueprintfunctions,orbyusingtheglobalhelperfunctionsStartAllAmbientSoundsandStopAllAmbientSounds.AnAkAmbientSoundalsocontainsanAkComponent,whichhasitsownproperties.

PropertiesStopWhenOwnerIsDestroyed:Whenenabled,theEventisstoppedautomaticallywhentheAkAmbientSoundisdestroyed.AutoPost:AutomaticallyposttheassociatedAkAudioEventonBeginPlay.

BlueprintFunctionsStartAllAmbientSound:Startstheplaybackofallambientsounds.StartAmbientSound:Startstheplaybackoftheselectedambientsound.StopAllAmbientSound:Stopstheplaybackofallambientsounds.StopAmbientSound:Stopstheplaybackoftheselectedambientsound.

AkReverbVolumeAkReverbVolumeisanAVolumeclassusedinasimilarwaytotheAReverbVolumeobjectthatissuppliedwiththedefaultUnrealAudiosystem.ItcanbespawnedfromanyBrushintheEditor.ThereverbeffectisobtainedviaanAkLateReverbComponent.

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.

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

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.

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WwiseUnrealIntegration»UsingtheIntegration»Features»UnrealObjects

SpatialAudioObjects

AkAcousticTexture

UnrealobjectrepresentingaWwiseAcousticTexture.Canbecreatedeitherbydrag-and-dropfromtheWwisePickerorbyright-clickingintheUnrealContentBrowser.Oncecreated,itcanbeappliedonaAkSurfaceReflectorSetComponent'spolygonsoronaAkSpotReflector.

PropertiesEditColor:Editor-onlypropertydefiningthecolortobeusedwhencolorizingAkSurfaceReflectorSetComponentpolygonsthathaveanAkAcousticTextureassigned.

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.

AkSurfaceReflectorSetComponentRepresentationofaGeometrySetinUnrealEngine4.ThiscomponentneedstobeattachedonaAVolumeactor.OnBeginPlay,allofthevolume'senabledpolygonswillbesenttotheSpatialAudioengine.

PropertiesEnableSurfaceReflectorSet:EnablesordisablesthiscomponentAcousticSurfaces:ArraydefiningtheAkAcousticTextureassociatedwitheachpolygon.TheindexinthearrayisrepresentedintheGameViewportwhentheparentvolumeisselected.Onceatextureisassignedtoapolygon,thepolygoniscolorizedusingthetexture'sEditColor,andtheAcousticTexture'snameisprintedonthepolygonintheGameViewport.AssigningNoneasanacoustictexturewillmakethesurfacecompletelyreflectible,noadditionaltexturefilterwillbeapplied.EachpolygoncanalsobeenabledordisabledwiththeEnableSurfacecheckbox.

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.

AkSpatialAudioVolumeForyourconvenience,anAkSpatialAudiovolumeisincludedintheintegration.ItconsistsofasimplevolumewithaAkSurfaceReflectorSetComponent,aAkRoomComponentandaAkLateReverbComponentattached.

AkAcousticPortalRepresentationofaPortalinUnrealEngine4.AllowsforsoundscontainedinavolumewithAkRoomComponentattachedtoleakintoothervolumeswithAkRoomComponentattached.SuchvolumesoverlappingwithPortalsaredetectedatinitializationtime.Both2Dand3Dsoundscanberoutedthroughaportal.

PropertiesInitialstate:WhetherthisPortalshouldbeinitializedinanopen(enabled)orclosed(disabled)state.ObstructionRefreshInterval:Timeintervalbetweenocclusion/obstructionchecks.Setto0todisableocclusiononthiscomponent.ObstructionCollisionChannel:Theobjectcollisionchannelusedforcreatingthecollisionoftheobstructionray-casts(betweenthePortalandthelistener)withthedesiredgeometry.

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WwiseUnrealIntegration»UsingtheIntegration»Features»UnrealObjects

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.

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.

GetAkSliderItemId:ReturnstheIDoftheitemcurrentlycontrolled.SetAkSliderItemProperty:Setsthepropertynamethisslidercontrols.GetAkSliderItemProperty:Returnsthepropertynamethisslidercontrols.

AkWwiseTree

ThiswidgetisanexactcopyofTheWAAPIPicker,availablein-game.ItallowstoassignitemstoAkCheckBoxandAkSliderviadrag&drop.

Properties:

OnSelectionChanged:Eventcalledwhenthetree'scurrentselectionchanges.

OnItemDragged:Eventcalledwhenanitemisdraggedfromthetree.

Blueprintmethods:

GetSelectedItem:Returnstheitemcurrentlyselectedinthetree.GetSearchText:Returnsthecurrenttextinthesearchbox.SetSearchText:Setsthecurrenttextofthesearchbox.

AkWwiseTreeSelector

MorecompactversionoftheAkWwiseTree,whichpopsaseparatewindowtoselecttheitem.

Properties:

OnSelectionChanged:Eventcalledwhenthetree'scurrentselectionchanges.OnItemDragged:Eventcalledwhenanitemisdraggedfromthetree.

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.

SetAkSliderItemProperty:Setsthepropertytobecontrolledbytheslider.SetAkSliderItemId:SetstheIDoftheitemtobecontrolled(GUIDstring,usingthe"DigitswithHyphensinBraces"GUIDformat).SetAkSliderRangeMin:Setstheslider'sminimumvalue.SetAkSliderRangeMax:Setstheslider'smaximumvalue.GetAkSliderRangeMin:Getstheslider'sminimumvalue.GetAkSliderRangeMax:Getstheslider'smaximumvalue.

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EditorIntegration

EventDrag-and-Drop

EventsandAuxiliaryBussescanbedraggeddirectlyfromtheWwisePickerintotheUnrealContentBrowsertocreatecorrespondingAkAudioEventandAkAuxBusobjects:

1. IntheUnrealEditor,navigatetotheEventorAuxiliaryBususingtheWwisePicker.

2. IntheUnrealEditor,selectthetargetPackageintheUnrealContentBrowser.

3. DragtheEventorAuxiliaryBusintotheUnrealContentBrowser:acorrespondingAkAudioEventorAkAuxBusobjectiscreated.

TheWAAPIPickerTheWwiseUnrealintegrationmakesextensiveuseoftheWwiseAuthoringAPIintheWAAPI-enabledWwisePicker.

Note:IfyoudonotwishtoenableWAAPIonyourmachine,theoldWwisePickerwillstillbeavailable.IfaWAAPIconnectionisunavailable,theWAAPIpickerwillbedisabled.IfaWAAPIconnectionisavailable,theoldWwisePickerwillbedisabled.

PleaserefertoWwiseAuthoringAPI(WAAPI)forinstructionsonhowtoenableWAAPIonyourmachine.

TheWAAPIpickerispopulatedinreal-timefromtherunningWwiseAuthoringapplication.AllchangesmadeinWwiseareimmediatelyreflectedintheWAAPIpicker,whethertheWwiseprojectissavedornot.

TheWAAPIPickerallowstodomuchmorethantheWwisePicker.Hereisanoverviewofallofitsfeatures.

SoundPreview

TheWAAPIpickerallowstopreviewsoundsdirectlyfromWwise,withouthavingtogenerateSoundBanks.Todoso,selectanEventoranActor-

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.

RadiusVisualizationSomeworkflowenhancementsintheUnrealEditorareenabledthroughSoundFramewhenrunningtheWwiseAuthoringApplicationalongsidetheUnrealEditoronthesamemachine.

WithSoundFrameenabledandtheWwiseAuthoringApplicationrunning,theradiusoftherelevantassetsaredrawnwhenanAkAmbientSoundisselected.IfchangesaremadeinWwiseAuthoring,theradiusisupdatedinrealtime:

1. SelectanAkAmbientSoundintheActorBrowser.2. IntheWwiseAuthoringApplication,makechangestoanyobject

associatedwiththeEventassignedtotheAkAmbientSound.3. ThecorrespondingsphereintheUnrealEditorresizesatthesame

time.

IftheWwiseAuthoringApplicationisnotrunningonyourmachine,itisstillpossibletoseetheattenuationsphereinUnreal.InyourWwiseprojectsettings,undertheSoundBankstab,makesuretoselectGeneratePerBankMetadataFile,GenerateJSONMetadata,andMaxAttenuation.ThenexttimetheSoundBanksaregeneratedintheUnrealEditor,theMaxAttenuationinformationwillbeaddedtoallUAkAudioEvents,andtheattenuationsphereswillbevisibleinyourlevelviewport.

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:

GetAkComponentObtainsanAkComponentthatisattachedtoandfollowsaspecifiedcomponent.SeveralmethodsareavailabledirectlyontheAkComponent:seeAkComponentBlueprintFunctions.

PostEventAtLocationPostsaWwiseEventataspecifiedlocation.Thisisafire-and-forgetsound,createdonatemporaryWwiseGameObjectwithnocorrespondingAkComponent.

SetRTPCValueSetsthevalueofaGameParameter,optionallytargetingtherootcomponentofaspecifiedactor.

SetStateSetstheactiveStateforagivenStateGroup.

SpawnAkComponentatLocationCreatesanewAkComponentatthespecifiedlocation.Bydefault,thecomponentwillautomaticallybedestroyedoncetheEventitisplayingisdone.ParameterAutoPostcontrolswhethertoposttheeventimmediatelyuponthecomponent'screation(Defaultvalueisfalse).AdvancedparameterAutoDestroycontrolswhethertodestroythecomponentwhenthefirstEventpostedonthiscomponentisdone(Defaultvalueistrue).

ThisBlueprintnodeisespeciallyusefulifyouwishtosetaSwitchonafire-and-forgetsound.ThisbehaviorcanbeaccomplishedbydisablingAutoPost,settingaSwitchonthespawnedAkComponent,andthenpostingtheEvent,likeso:

StopAllStopsallcurrentlyplayingsounds.

SetMultiplePositionsSetsmultiplepositionstoasinglegameobject.Settingmultiplepositionsonasinglegameobjectisawaytosimulatemultipleemissionsourceswhileusingtheresourcesofonlyonevoice.Thiscanbeusedtosimulatewallopenings,areasounds,ormultipleobjectsemittingthesamesoundinthesamearea.Note:CallingSetMultiplePositions()withonlyonepositionisthesameascallingSetPosition().ParameterGameObjectAkComponentistheAkComponentofthegameobjectonwhichtosetpositions.PositionsisanArrayoftransformstoapply.MultiPositionTypeisthePositiontype.Formoreinformationonthedifferentpositiontypes,referto:MultiPositionType.

SetMultipleChannelEmitterPositionsSetsmultiplepositionstoasinglegameobject,withflexibleassignmentofinputchannels.ParameterGameObjectAkComponentistheAkComponentofthegameobjectonwhichtosetpositions.ChannelMasksisanArrayofchannelmaskstoapplyforeachposition.PositionsisanArrayoftransformstoapply.MultiPositionTypeisthePositiontype.

OtherOtherfunctionsareavailableinsub-categories:

ActorBlueprintFunctionsAkAmbientSoundBlueprintFunctionsAkComponentBlueprintFunctionsSoundBankBlueprintFunctionsDebugBlueprintFunctionsWAAPIBlueprintFunctions

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ActorBlueprintFunctionsTheseBlueprintfunctionstargettherootcomponentofanActor.IfnoAkComponentisattachedtotheActor'srootcomponent,oneiscreated.

PostEventPostsaWwiseEventattachedtoandfollowingtherootcomponentofthespecifiedActor.

PostTriggerPostsaTriggertoWwise,targetingtherootcomponentofaspecifiedActor.

SetOcclusionRefreshIntervalSetsthetimeintervalatwhichtheAkComponentattachedtotherootcomponentperformsocclusioncalculations.Setto0toturnoffocclusiononthecomponent.

SetSwitchSetstheactiveSwitchforagivenSwitchGroup,targetingtherootcomponentofaspecifiedActor.

SetOutputBusVolumeSettheoutputbusvolume(direct)tobeusedforthespecifiedgameobject.TheBusVolumevalueisanumberrangingfrom0.0fto1.0f.

StopActorStopsallsoundsonthegivenActor.

UseReverbVolumesSetswhethertheAkComponentattachedtotherootcomponentisinfluencedbyAkReverbVolumeornot.

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AkAmbientSoundBlueprintFunctionsSeveralWwise-specificactionscanbeexecutedonAkAmbientSoundactors;theseareavailableintheAmbientSoundcategory.

StartAllAmbientSoundsStartsplaybackofallAkAmbientSoundpresentinthemap.

StartAmbientSoundStartsplaybackoftheAkAmbientSound.

StopAllAmbientSoundsStopsplaybackofallAkAmbientSoundpresentinthemap.

StopAmbientSoundStopsplaybackoftheAkAmbientSound.

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AkComponentBlueprintFunctionsSeveralWwise-specificactionscanbeexecutedonAkComponentscenecomponents;theseareavailableintheAkComponentcategory.

GetAttenuationRadiusReturnsthisAkComponent'seffectiveattenuationradius(ScalingFactor*MaxAttenuation).

PostAkEventPoststhespecifiedAkAudioEventinWwise.

PostAssociatedAkEventPoststhisAkComponent'sinternalAkAudioEventinWwise.

PostTriggerPostsatriggerontheassociatedAkComponent.

SetAttenuationScalingFactorSetstheattenuationsclaingfactor,whichmodifiestheattenuationcomputationsonthegameobjecttosimulatesoundswithalargerorsmallerareaofeffection.

SetListenersSetsthelistenersontheAkComponent.

SetOcclusionRefreshIntervalSetsthetimeintervalatwhichtheAkComponentperformsocclusioncalculations.Setto0toturnoffocclusiononthecomponent.

SetOutputBusVolumeSettheoutputbusvolume(direct)tobeusedforthespecifiedgameobject.TheBusVolumevalueisanumberrangingfrom0.0fto1.0f.

SetRTPCValueSetsthevalueofaGameParameterfortheassociatedAkComponent.

SetStopwhenOwnerDestroyedSetstheStopWhenOwnerDestroyedvalueonthecorrespondingAkComponent.

SetSwitchSetsaSwitchGrouptoagivenSwitchontheassociatedAkComponent.

StopStopstheAkAudioEventassociatedwiththeAkComponentfromplaying.

UseEarlyReflectionsEnables(ordisables)earlyrefelctionforthisAkComponent.

UseReverbVolumesSetswhethertheAkComponentisinfluencedbyAkReverbVolumeornot.

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SoundBankBlueprintFunctionsSeveralWwise-specificactionscanbeexecutedonAkAudioBankscenecomponents;theseareavailableintheSoundBankscategory.

ClearBanksResultsinallcurrentlyloadedAkAudioBankbeingunloadedsynchronously,includingtheinitSoundBank.

LoadBankLoadsaspecifiedSoundBank.

LoadBanksLoadsaspecifiedlistofSoundBanks.IfSynchronizeSoundBanksissettotrue,onlytheSoundBanksinBankswillremainloadedintheSoundEngine.ThismeansthatanySoundBankthatwaspreviouslyloaded,andthatisnotfoundintheBanksarray,willbeunloaded.

LoadInitBankLoadstheInitSoundBank.

UnloadBankUnloadsaspecifiedSoundBank.

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DebugBlueprintFunctionsTheseBlueprintfunctionsareusedtohelpdebugyourgame.

StartOutputCaptureStartsaWwiseoutputcapture.TheoutputfilewillbelocatedinthesamefolderastheSoundBanks.

AddOutputCaptureMarkerAddsatextmarkerintheoutputcapturefile.

StopOutputCaptureStopsaWwiseoutputcapture.TheoutputfilewillbelocatedinthesamefolderastheSoundBanks.

StartProfilerCaptureStartsaWwiseProfilercapture.TheoutputfilewillbelocatedinthesamefolderastheSoundBanks.

StopProfilerCaptureStopsaWwiseProfilercapture.TheoutputfilewillbelocatedinthesamefolderastheSoundBanks.

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WAAPIBlueprintFunctionsTheseBlueprintfunctionsareusedtoconnecttotheWwiseAuthoringapplicationusingtheWwiseAuthoringAPI.

FormoreinformationonWAAPIanditsfeatures,refertohttps://www.audiokinetic.com/library/edge/?source=SDK&id=waapi.html.

JSONobjectsSinceWAAPImakesextensiveuseofJSON,aBlueprintwrapperwaswrittenfortheUnrealFJsonObject.Formoreinformationrelatedtonodesfoundunder"WAAPIJsonManager",pleaserefertotheUnrealEnginedocumentationonFJsonObject.

CallWaapiCallWAAPIandget/setinformation/parametersaccordingtothechosenURI.

Parameters:

WaapiUri:Thefunctionthatwillbecalledwhenaneventthatwewouldbeawareofoccurs.WaapiArgs:Theargumentsreferencedbythein_urifunction.WaapiOptions:Optionalflagtogetmoreinformationabouttheeventthatoccurred.

ReturnValue:AJSONobjectthatcontainsusefulinformationaboutthecallprocesstoaspecificEvent.Itreturnserrorinfoifthecallfails.

RegisterWAAPIConnectionLostCallbackSubscribetoWAAPIconnectionlostevent.ThiseventwillbebroadcastwhentheWAAPIconnectionislost.ThisshouldbeusedtocleanupanyresourcesthatuseWaapi.

Parameters:

Callback:Theeventtocallwhentheconnectionislost.

RegisterWAAPIProjectLoadedCallbackSubscribetoWAAPIprojectloadedevent.ThiseventwillbebroadcastwheneverthecorrectWwiseprojectisloaded(asdefinedbytheWwiseProjectPathintheWwisePluginSettings).ThisshouldbeusedtoinitializeanyresourcesthatuseWaapi.

Parameters:

Callback:Theeventtocallwhenaconnectionisestablished.

SubscribeToWaapiAllowsclientstosubscribetonotificationsaccordingtotheevent.

Parameters:

WaapiUri:Thereferencetotheeventthatwewouldbeawareofwhenitoccurs.WaapiOptions:Optionalflagtogetmoreinformationabouttheeventthatoccurred.Callback:Adelegatetobeexecutedduringthesubscriptionevent.

ReturnValues:

SubscriptionId:TheIDofthissubscription.Result:Abooleantoensurethatthesubscriptionwassuccessfullydone.ReturnValue:AJSONobjectthatcontainsusefulinformationaboutthesubscriptionprocesstoaspecificevent.Itreturnserrorinfoifthesubscriptionfailed.

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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WwiseUnrealIntegration»UsingtheIntegration»Features

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

WwiseLevelSequencerTracksTheWwiseUnrealEngine4IntegrationaddstwoTracks:AkAudioRTPCandAkAudioEvent.TheAkAudioRTPCTrackisusedtosetGameParametervalues,andtheAkAudioEventTrackisusedtopostWwiseEvents.

BothoftheseTrackscanbeaddedasMasterTracksorassociatedtoanActor.WhenassociatedwithanActor,theyperformtheirWwiserelatedfunctionsontheUAkComponentattachedtothisActor.WhencreatedasaMasterTrack,theAkAudioRTPCTracksetsglobalRTPCvalues,andtheAkAudioEventTrackpostsEventsona"dummy"gameobject.

ForAkAudioRTPCTracks,GameParametercurvescanbemodifiedusingthebuilt-incurveeditor.KeyframescanbeaddedbyplacingthecursorattheappropriatelocationandpressingtheAddNewKeybutton(foundontherightsideofthelistedTrack).

AnAkAudioRTPCtrackintheCurveEditorview

ForAkAudioEventTracks,anAkAudioEventsectioncanbeaddedbyplacingthecursorattheappropriatelocationandpressingtheAkAudioEventbutton(foundontherightsideofthelistedTrack).

Alternatively,AkAudioEventassetscanbedraggedfromtheContentBrowserdirectlyontoanAkAudioEventTrack.

AddinganAkAudioEventsectiontoanAkAudioEventTrack

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

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

InordertokeepAkAudioEventsectionsinsyncwiththeWwiseproject,thereareoptionstosavetheprojectandregeneratesoundbanks,directlyfromtheSequencer.InordertosynchroniseanAkAudioEventsection,openthesection'scontextmenu(rightclick)andselect"SaveWwiseprojectandrefresh"(seeAkAudioEventSectionProperties).InordertosynchroniseallofthesectionsinanAkAudioEventtrack,openthetrack'scontextmenu(rightclick)andselect"SaveWwiseprojectandrefreshallsections"(seeAkAudioEventTrackContextMenuOptions).Notethatfortheseoptionstobeavailable,theAkAudioEventassetmusthaveitsRequiredSoundbanksettoavalidAudiokineticBankasset.FormoreinformationonAkAudioEventassetsandtheirRequiredBankproperty,refertotheAkAudioEventpage.

ScrubbingTheSequencerintegrationsupportsscrubbingforwardsandbackwardsoverAkAudioEventtracks.BydraggingtheSequencerplayheadoverAkAudioEventsections,scrubsnippetscanbeheard.ThelengthofthesescrubsnippetscanbevariedusingtheScrubTailLengthMsproperty,accessiblefromtheAkAudioEventsection'scontextmenu(rightclick).RefertoAkAudioEventSectionPropertiesforfurtherdetails.

AkAudioEventTrackContextMenuOptionsFromtheAkAudioEventtrack,acontextmenucanbeopened(right-click)whichincludesthefollowingAudiokinetic-specificoptions:

SaveWwiseprojectandrefreshallsections:ThiswillsavetheWwiseprojectintheAuthoringapplication,viaWAAPI,andthenre-generatetherequiredsoundbanksforallAkAudioEventsectionsinthesequencertrack.Thesectionswillthenupdatetheirwaveformdisplays.

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.

ThisfieldisignoredifanEventisalreadyselectedintheAudiokineticEventlist.

MovieSceneAkAudioEventSection:StopatSectionEnd:UncheckthisboxtokeeptheEventplayingwhentheendofthesectionisreached(onbydefault).

KnownIssuesandConstraintsGenerallyitisrecommendedtouseverysimpleAkAudioEventsectionsintheLevelSequencer,suchasasimplePlayactiononaSoundSFX.MorecomplexWwiseEvents,suchasthosecontainingdelayedactions,Seekactions,orwhichreferenceRandomContainers,SequenceContainersandothernon-deterministicobjectsshouldbeavoidedorbrokendownintosimplereventsforoptimaluseintheLevelSequencer.

ScrubbingandplayingfromcursorwillnotworkasexpectedonEventswithdelayedactionsorwhichcontaininfinitelyloopingsounds.

PlayInEditorLimitations

IfalevelsequenceisplayedfromtheSequencereditorwindowwhileUnrealisrunninginPlayinEditor(PIE)mode,anyAkAudioEventtracksthatareassociatedtogameobjectswillnottriggerevents.InordertohearAkAudioEventtracksthatareboundtogameobjects,thelevelsequencemustbetriggeredfromtheGameWorld.

WwiseProjectSetupToensurethatEventlengthsareproperlyrepresentedintheAkAudioEventTracks,theWwiseprojectneedstobesetuptoestimatethedurationofitsaudioEventsandJSONmetadatamustbegenerated.Toenabletheseproject-widesettings,gototheProjectSettings'SoundBankstab.EnabletheEstimateddurationcheckboxwithintheMetadataOptionsgroupboxandenabletheGenerateJSONMetadatacheckboxwithintheSoundBankSettingsgroupbox,asseenbelow.

RequiredProjectSettingsforAkAudioEventTracks

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MatineeTwoWwise-specificTracktypesareintroducedtoMatinee:

AkAudioEventTrackTheAkEventTracktriggersWwiseEventsatparticularpointsinthesequence.Whenplacinganewkey,theAkAudioEventcurrentlyselectedintheUnrealContentBrowserisused.

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.

ConnectingtoWAAPITheAudiokineticUnrealintegrationissettoautomaticallyconnecttoWAAPI.Inordertodisablethisfunctionality,the"AutoConnecttoWAAPI"checkboxshouldbeuncheckedintheWwisePluginSettingsmenu.ThismenuisaccessiblefromtheUnrealprojectsettingsmenu(Edit->ProjectSettings...).Intheleftpanel,scrolldowntothePluginssectionandclickonWwise.

ForWAAPI-enabledfeaturestorun,theWwiseprojectopenedintheWwiseAuthoringapplicationmustmatchtheprojectdefinedbytheWwiseProjectPathintheWwisePluginSettings.

WwisePluginSettings

UsingWAAPIfromC++AnUnrealwrapperclassfortheWAAPIC++sampleclientisprovidedaspartoftheAkAudiomodule.

Inordertobeabletouseit,youfirstmustaddtheAkAudiomoduleasadependencytoyourgame,byfollowingthestepsoutlinedinUE4C++projects.Oncethisisdone,theFAkWaapiClientclasswillbeavailable.

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WwiseUnrealIntegration»UsingtheIntegration

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.

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):

UsetheseXboxOneplatformsettingsfortheSecureSocketDescriptions

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

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.

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WwiseUnrealIntegration

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

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.

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".

Buildworkingenvironment

C-AddReferenceSoundinUnrealThefirstzoneintroducesa3Dpositionedsoundwhichshouldbepannedandoccluded/obstructedaccordinglyasthelistenerismovingaroundthesource.Occlusion/obstructionoccurswhenthelistener(namely,themaincamera)movesoutsidetheareaandhidesbehindopaquecomponentssuchasawall,afloor,oraceiling.

1. IntheWwiseproject,createanewSoundSFXintheDefaultWorkUnitoftheActor-MixerHierarchy,nameitReferenceSound,andimportanimpulsesound.

CreateSoundSFX

2. MakesuretoenableUsegame-definedauxiliarysendswithpositioningenabledandtypesetto3D.

Selectpositioningtype

3. CreatetheassociatedEvent"PlayReferenceSoundTest",anddraganddropthe"ReferenceSound"voiceintoit.

CreatesoundEvent

4. Savetheproject.5. InUnreal,openWindow>WwisePickeranddragthe

"PlayReferenceSoundTest"EventintotheContentBrowser.

DragfromWwisePickertotheContentBrowser

6. Doubleclickthe"PlayReferenceSoundTest"andcreateanewSoundBankcalled"TestSpatialAudioBank"directlyfromtheSoundBanklist.

CreateSoundBank

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

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.

GenerateSoundBanksfrombuildmenu

15. MakesurethebanksaresuccessfullygeneratedintheOuputLog.

OutputLogforSoundBankgeneration

16. Startthescene.Youshouldnowhearthesoundplay,spatializedin3D,whenpressingtheLeftMouseButton.

D-AddLateReverbThesecondareaisademonstrationofusinganAkSpatialAudioVolumetoincludeaLateReverbappliedtoanAkAmbientSoundinsideacontainedarea.

1. IntheWwiseproject,createanAuxiliaryBuscalled"TestReverbAuxBus"undertheMasterAudioBus.

CreateanAuxiliaryBusforreverb

2. AddaWwiseRoomVerbEffectandusetheCathedrals>HolypredefinedShareSet.

3. CreateasecondEventcalled"PlayLateReverbTest"anddragthe"ReferenceSound"SoundSFXonit.

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

SurfaceReflectorsandEnableRoomremaindisabledforthisAkSpatialAudioVolume.

Select'EnableLateReverb'

7. DragthenewTestReverbAuxBusandPlayLateReverbTestfromtheWwisePickerintotheContentBrowser.

FromWwisePicker,dragAuxiliaryBusandEvent

8. Double-clickthePlayLateReverbTestandassignitto

TestSpatialAudioBank.

AddingbusandEventtobank

9. SelectthenewAkSpatialAudioVolumeandsettheauxbustoTestReverbAuxBusintheLateReverbsection

Selectlatereverbauxbus

10. Dragthe"PlayLateReverbTest"EventintothescenetocreateanAkAmbientSound.

SetLocationto(x=500.0,y=-500.0,z=100.0).

AddEventintothescene

11. ReproducestepsC-11toC-13forPlayLateReverbTesttotriggerthe

sound.(Youcanmapakeyboardkeyinsteadofamousebutton.)12. RegeneratetheSoundBanks.13. Startthesceneandgoinsidethevolume.Triggering

PlayReferenceSoundTestshouldresultinasoundwithreverbappliedonit.

Note:IfEnableRoomischeckedfortheAkSpatialAudioVolume,theAuxiliaryBuscontainingthereverbmusthave3Dpositioningenabledaswell.

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.

CreatenewEventinWwise

3. MakesuretoselectUsegame-definedauxiliarysendsandenable2Dpositioningforthisbus.

Enable2DpositioningforAuxiliaryBus

4. SetReflect'sMaxDistanceto10,000andSpeedofSoundto34,500.

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.

Addspatialaudiovolumetoscene

11. ThePlayReflectTestAkAmbientSoundshouldbeinsidetheAkSpatialAudioVolume.

12. SelectthePlayReflectTestAkAmbientSound,gototheSpatialAudiooptionandset"EarlyReflectionAuxbus"to"TestReflectAuxBus".

13. YoucanalsoenableDebugDrawanddisplay1storderreflectionsforthisAkAmbientSound(inAkComponent>SpatialAudio>DebugDraw).

Debugdrawoptionforreflections

14. ReproducestepsC-11toC-15forPlayReflectTesttotriggerthesound.(Youcanmapakeyboardkey,insteadofamousebutton.)

Userinputtotriggerthesound

15. RegeneratetheSoundBanks.16. Startthesceneandgoinsidethevolume.Youshouldseereflections

beingdrawnandyoursoundbeingroutedtoanauxbusthatusestheReflectplug-inwhentriggeringPlayReflectTest.

F-AddRoomsandPortalsInarealisticacousticenvironment,portals(suchaswindowsoranyotheropening)willactasnewsourcesforanylisteneroutsidetheacousticvolumeinwhichasoundisemitted.AkAcousticPortalsareusefultomodelthissituationusinganAuxiliaryBustoroutetheaudiblecontentofavolumeandexposeitasanew3dimensionalsourceinanadjacentacousticspace.

1. IntheWwiseproject,createanewAuxiliaryBuscalled"TestPortalAuxBus".

2. MakesuretoselectUsegame-definedauxiliarysendsandtoenable3Dpositioning.

CreatenewAuxiliaryBuswith3Dpositioning

3. AddaWwiseRoomVerbEffectwithRoom_Mediumparameters.

AddreverbtoAuxiliaryBus

4. CreateafourthEventcalled"PlayPortalTest"anddragthe"ReferenceSound"SoundSFXonit.

AddnewPlayEvent

5. Savetheproject.6. InUnreal,draganddropthePlayPortalTestfromtheWwisePicker

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

section.

Addthespatialaudiovolumetosceneandselectlatereverbauxiliarybus

11. MakesuretheEnableLateReverbandEnableRoomarebothenabledandEnableSurfaceReflectorsremainsdisabledforthisAkSpatialAudioVolume.

Makesuretheroomisenabled

12. ReproducestepsF-1toF-7toaddanotherlatereverbauxbus(withanyRoomVerbpreset)called"TestReferenceAuxBus".

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.

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).

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.

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.

Obstructionvolumecurve

ObstructionLPFcurve

Occlusionvolumecurve

OcclusionLPFcurve

G-AddSpotReflectorSpotreflectorsarethelastfeatureintroducedinthistutorialandaremainlyusedtomodelsingularacousticreflections.Theycanbeusedtomodeldistantvirtualman-madeornaturallycreatedgeographicfeatureswhichcreateasingulardistinctiveacousticecho.Forexample,mountainsorlargewalls.Theyworkbestwhentheemitteristhelistener.Aspotreflectorcansimplybedroppedinsidetheenvironmentfortheenginetocomputetheappropriateacousticdelaybetweentheemitterandthelistener,basedonthephysicaldistancebetweentheirrespectivelocationandthepointreflection.

1. IntheWwiseproject,createanewAuxiliaryBuscalled"TestSpotReflectorAuxBus"andapplyaReflectplug-intoit.

AddnewAuxiliaryBuswithReflect

2. MakesuretoenableUsegame-definedauxiliarysendsandenable2Dpositioning.

Makesuretoenable2Dpositioning

3. SetReflect'sMaxDistanceto10,000andSpeedofSoundto34,500.

MakesuretosetReflect'sSpeedofSoundandMaxDistance

4. Savetheproject.5. InUnreal,fromtheWwisePicker,draganddropthe

TestSpotReflectorAuxBusintotheContentBrowser.6. OpentheLevelBlueprintto:

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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WwiseUnrealIntegration

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

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

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

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.

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.

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.

UnrealEngine4.15/4.16/4.17-Wwise2017.1.3.6377.715

WG-34797UndoingasurfacedeletiononaSpatialAudioVolumeproperlyrefreshesitsdetailspanel.WG-34810LateReverbComponentpropertiesarenowproperlyserialized.WG-34878,WG-34906SoundsarenowproperlyspatializedinaPlayinEditorsession.WG-34907PerformanceimprovementforFAkAudioDevice::Get().

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.

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.

UnrealEngine4.15/4.16-Wwise2017.1.0.6302.628

AddedSpatialAudiocomponents.SeeSpatialAudioObjectsformoreinformation.WG-32095:AddedsupportforVisualStudio2017WG-32388Fixed:ProperlyparseMaxattenuationradiuswhengeneratingSoundBanks.

UnrealEngine4.12/4.13/4.14/4.15/4.16-Wwise2016.2.4.6098.451

AddedsupportforUnrealEngine4.16WG-31942Fixed:AddedsupportforWwisefilepackages.WG-33251Fixed:Addedmissingincludefileswhenbuildingnon-Unitybuilds.

UnrealEngine4.12/4.13/4.14/4.15-Wwise2016.2.3.6077.435

WG-32914Fixed:AvoidpotentialdeadlocksandcrashesintheAKUnrealIOcodeinapackagedgame.

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.

UnrealEngine4.12/4.13/4.14/4.15-Wwise2016.2.2.6022.371

WG-32464AllowopeninganexistingprojectinUE4.15ontheMacplatform.

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.

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.

UnrealEngine4.12/4.13/4.14-Wwise2016.2.0.5972.301

WG-31589Fixed:Donotdestroyaspawnedcomponentthatisnotsettoauto-destroyandisfailingtopostanevent.WG-31678Fixed:Streamingfilescannowbeopenedcorrectly.WG-31771Fixed:AvoidacrashwhenaddinganAnimNotify_AkEventtoaplayinganimation.

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.

UnrealEngine4.11/4.12/4.13-Wwise2016.1.3WG-30993Fixed:RemoveexplicitLoadLibraryonXAudio2.7.WG-31015Fixed:LinkwiththeRecorderplug-in.

UnrealEngine4.11/4.12-Wwise2016.1.2WG-30304Fixed:"Unloadstreamlevel"nolongerpostsaglobal"StopAll"totheSoundEngine.WG-30754Fixed:FAkAudioDevice::PostEventnowalwaysreturnstheplayingID.WG-30804Fixed:RemoveddependenciesontheWwiseSDKsamples.ThenewIOsystemnowusesUnrealIOutilitiesonly.

UnrealEngine4.11/4.12-Wwise2016.1.1WG-29972Fixed:Multiplepotentialthreadingissueswiththeauto-destroybehavioroftheAkComponent.WG-29979Fixed:EndOfEventcallbacksarenowalwayscalled.WG-30004Fixed:SetGameObjectOutputBusVolumeisnowexposedinBlueprintsandAkAudioDevice.WG-30404Fixed:TheattenuationscalingfactornowproperlyworksonAkComponents.WG-30409Fixed:ItisnowpossibletodecodeVorbis-encodedfiles.

UnrealEngine4.12-Wwise2016.1WG-29991AddedAkEventStringInputFieldtoAkAmbientSound.WG-29997Suppressedduplicate"LogAkAudio:StopAllAPIcalled"entriesintheoutputlog.WG-30218Fixed:CrashwhenconnectingtheWwiseProfilertotheAndroidplatform.WG-30255Fixed:UE4crashwhenaddingkeytoAkEventTrackinMatinee.WG-29991AddedAkEventStringInputFieldtoAkAmbientSound.WG-29997Suppressedduplicate"LogAkAudio:StopAllAPIcalled"entriesintheoutputlog.

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.

UnrealEngine4.11-Wwise2015.1.7UI-316Fixed:PreventacrashwhenstartingaPlayinEditorsessionwithadedicatedserver.WG-29917Fixed:MakesuretheattenuationradiusisvisibleintheEditor.WG-29944Fixed:StopambientsoundswhenstoppingPIEsession.

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.

UnrealEngine4.10-Wwisev2015.1.4UI-265Fixed:IntheAnimNotifies,testtheAkComponent'svaliditybeforeusingit.ThisreduceslogspamwhenusingUEwiththe-nosoundoption.UI-270Fixed:Itisnowpossibletobuildinnon-Unitymode.

UnrealEngine4.9-Wwisev2015.1.2UI-249Fixed:AvoidcrashingwhennoAudioPlaybackdeviceisavailableonWindows.Addeda"SpawnAkComponentatlocation"Blueprintnode.SeeSpawnAkComponentatLocationformoreinformation.AddedsupportfortheMacEditor.AddedsupportfortheMacplatform.AddedsupportfortheiOSplatform.AddedsupportfortheLinuxplatform.

UnrealEngine4.8-Wwisev2015.1MigratedtheUE4.8integrationtoWwise2015.1FixedacrashonXboxOneiftheappmanifestdidnotcontainadefinitionforWwisecommunicationports.

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

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.

UnrealEngine4.6-Wwisev2014.1.1UI-183Fixed:UsethedebugSoundEnginelibrarieswhenUnrealBuildToolisconfiguredtousethedebugCRTlibraries(bDebugBuildsActuallyUseDebugCRT=true).UI-184Fixed:AddedabillboardcomponenttoAkComponenttomakethemvisibleintheEditor.UI-186Fixed:Allowdrag&dropof.bnkfilesintheContentBrowsertocreateUAkAudioBankassets.

UnrealEngine4.5-Wwisev2014.1UI-172Fixed:ResolvedassertcreatedbytheAkReverbVolumeChannelcollisionchannel.UI-174Fixed:Optimizedthe"GenerateSoundBanks"window.UI-175Fixed:Addedpreprocessorguardstoremovecompilationerrorsonplatformsnotsupportedbythisintegration.

August2014-Wwisev2014.1UI-166Fixed:AuxiliaryBuspropertiesarenowappliedonAmbientSoundscontainedwithinReverbVolumes.UpdatedWwiseversionto2014.1.Ifyouwishtokeeponusing2013.2.x,seeFrequentlyAskedQuestions.

August2014-Wwisev2013.2.9AddedJapanesedocumentation.

July2014-Wwisev2013.2.9AddedaSwitchDemomaptotheUnrealWwiseDemosamplegame,demonstratingtheuseofswitches.UI-161Fixed:RemovedtheduplicateAkComponentcreatedwhenstartinganambientsound.ThispreventedtheStopAmbientSoundmethodfromworking.

June2014-Wwisev2013.2.8UI-152Fixed:AddSoundBanksandstreamedfilestothepackagingprocess.

April2014-Wwisev2013.2.7UI-149Fixed:SetproperdefaultvaluesforAkReverbVolumes.

March2014-Wwisev2013.2.6VisualStudio2013isnowusedbydefault.PleaserefertotheRequirementspageformoredetails.UI-146Fixed:Fixednon-unitybuildcompilationerrors.UI-147Fixed:

VerifytheSoundEngineisinitializedintheAkComponenttickfunction;ProperlysetthecollisionchannelnameforAkReverbVolumes;Avoidloadingbanksinacommandlet;Removedtheautomaticbankcreationmechanism.

UI-148Fixed:Use"GetPlayerController"intheRTPCDemoBlueprinttoensuresoundkeepsplayingwhentransitioningbetween"Simulate"and"Possess"modesinEditor.

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.

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.

October2013-Wwisev2013.2.1AddedbankgenerationforPlayStation4andXboxOne.AddedAkReverbVolume,allowingformappingavolumeinspacetoaWwiseauxiliarybus.UI-128Fixed:ImplementedasynchronousIOaccess.

September2013-Wwisev2013.2.1FixedbuildsettingsforVisualStudio2012.FixedUEngine::UseSound()returningfalsewhenonlyAkAudioDeviceispresent.FixedcrashinUAkComponent::PostAkEventwithnullevent.Fixedgameobjectpositionwithstaticactor.

August2013-Wwisev2013.2FixedconfusionbetweenActor,AkComponent,theWwisegameobjectandtheirrespectivelifespans:

AkComponentfollowsattachmentsemanticsofEpic'sAudioComponent.AkComponentsarere-usedwhenallattachmentparametersmatch.AkGameplayStaticscontainsglobalhelperstargettingActorsforeasyuseinblueprints.

FixedmissingEventsandBanksinSoundBankDefinitionFile.FixedgameobjectnamesinWwiseProfiler.GeneratingSoundBanksnowtriggersarefreshofloadedbanks.SetRTPCValueglobalhelpernowsupportssettingaGameParameteratglobalscope(noActortarget).

July2013-Wwisev2013.1.1AddedmessageboxincaseoferrorduringSoundBankGeneration.New,distinctcolorsforAudiokineticEventandAudiokineticBankassettypesintheContentBrowser.FixedcompilationonXboxOneandPS4platforms.FixedissuewithAnimNotify_AkEventusingthewrongtype.FixedupdateofAkComponentGameObjectposition.

June2013-Wwisev2013.1.1AddedDebugGamebuildconfigurationsupport.PartialWwiseSDKnowincludedtohelpsettinguptheintegration.Fixedxaudio2/mmdevDLLunloadissuesinWindows64-bitbuild.Stoppedmatineemoviefromplayingindemomap-waspreventinguserinputfromworking.FixedAkAudioDevicelistenerpositionupdateinFLevelEditorViewportClient::UpdateAudioListener.ChangedtheAudioDeviceModuleNamedefaultvaluetoXAudio2onthewindowsplatform.

May2013-Wwisev2013.1.1Introduceddoxygendocumentation.NowbuildingusingWwise2013.1.1build4677.

March2013-Wwisev2013.1NowbuildingusingWwise2013.1betabuild4609.

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MigrationNotes

MigratingtotheUE4.17/4.18Wwise2017.2.0integration

Acoordinatesystemconversionhasbeenremovedfromthe2017.2.0integration.Thisconversionwasputinplacetoconvertfromtheleft-handaxissystemusedinUnrealEngine4(withtheXandYaxesbeingthefloor)tothedefaultleft-handsystemusedinWwiseGameObject3DViewer(withtheXandZaxesbeingthefloor).InorderfortheWwiseGameObject3DViewertoproperlydisplayGameObjectsfromUnreal,pleasegototheGameObject3DViewersettingsandsettheFloorPlanetoX-Y:

MigratingAkAcousticPortalobjectsPleasenotethatinWwise2017.2.0,SpatialAudioPortalshaveadistinctorientation.ThePortal'slocalY-axisistheaxisalongwhichtwoadjacentRoomsarelinked.ItwillbenecessarytoexamineallexistingPortals,androtate(by90degrees,alongtheZ-axis)thosethatarenotproperlyalignedinordertolinkRoomsalongtheY-axis.AnewvisualizationcomponenthasbeenaddedtothePortalstomaketheorientationofthePortalimmediatelyapparenttotheuser.PortalsthatareincorrectlyalignedmaybehaveunexpectedlyorreturnerrorswhensenttoWwiseSpatialAudio.

MigratingtotheUE4.11/4.12Wwise2016.1.1integrationAspartofthefixforWG-30404,theAttenuationScalingFactorUPROPERTYofAkComponenthasbeenmaderead-onlyinBlueprints.Tosetitsvalue,younowneedtocalltheSetAttenuationScalingFactormethodonAkComponent.

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.

Migrating"...byname"methodsStartingwiththe4.11versionoftheWwiseUnrealplug-in,all"...byName"methods(forexample,PostEventByNameorLoadBankByName)aredeprecated.ItisstillpossibletousestringstopostEventsorloadSoundBanksbyusingtheadvancedfieldsintheBlueprintnodes.Forexample,ifyouwishtopostanEventbyname,youshouldnowusethe"EventName"fieldofthe"PostEvent"Blueprintnode:

MigratingtheWwiseprojectpathStartingwiththe4.11versionoftheWwiseUnrealplug-in,theWwiseprojectpath,foundintheWwisesettings,isnowrelativetothegamefolder,insteadoftheUE4Editor.exefile.Thechangeshouldbeautomaticallydonethefirsttimeyourunthe4.11WwiseUnrealplug-in.

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WwiseUnrealIntegration»What'sNew?

KnownIssuesWG-29964ItisnotpossibletoconnecttheWwiseProfilertoaLinuxgame.WG-29968FreezeoniOSplatform.MakesuretodisabletheUnrealEngineaudiodevice.SeeFrequentlyAskedQuestionsformoreinformation.WG-29981SupportformultipleindependentViewports.WG-29982UseReverbVolumesflagdoesn'tworkinrealtime:TheBlueprintbox"Setusereverbvolumes"doesnotworkasexpected.WG-30900AddsupportforlistenerpositioningwithinAnimationeditor.WG-33970CrashwhendeployingapackagedgameusingPAKfilesonMacoriOS.

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