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Wwise & UE4 Integration

  • Foto van schrijver: Robin Bouchez
    Robin Bouchez
  • 14 mei 2022
  • 0 minuten om te lezen

Check Compatibility

go to: https://www.audiokinetic.com/library/edge/?source=Help&id=welcome_to_wwise


Select your Wwise version and check the Release notes whether your Wwise is compatible with Unreal Engine 4.

Integration Setup

Install the Wwise Integration Package into Unreal Engine 4

Open the downloaded Wwise Launcher, login with your Wwise account and switch to the Unreal tab. You will be presented with a list of your Unreal projects. Click on the blue Integrate Wwise into Project… button to initiate the integration process.


Open the Unreal project and go to

File -> Project Settings

Go to the Wwise tab and select Integration setting.

  1. Check your Wwise Project Path

(If you don't want to use the traditional soundbank workflow, Check "Use Event-Based Packaging" . With "Use Event-Based Packaging" the resources of each event are packaged into an individual SoundBank).



Wwise Integration settings for C++ Projects

Add the following code to your Build.cs file to be able to reference Wwise in the code:

PrivateDependencyModuleNames.AddRange(new string[] { "AkAudio" });
  1. In Unreal, refresh the Visual Studio Solution by clicking on File->Refresh Visual Studio Project:

  2. Refresh the Visual Studio Project in Unreal Engine 4

  3. Done!

Posting Events

To post Wwise Events in Unreal Engine 4 you need to take a few preparation steps fist, namely:

  1. Creating Wwise Event assets.

  2. Creating Wwise SoundBank assets.

  3. Associating Events to the corresponding Soundbanks.

  4. Generating the SoundBanks inside of Unreal Engine 4.

You can manually create the assets in content browser or use the provided Wwise Picker to speed up the first step.


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Controlling RTPC's


Setting Switches


Setting States


Audio Level for ambiences


Source Control (Perforce)

Installing Perforce & Wwise Enabled Source Control


First we install Perforce, then setup connection details of Perforce in Wwise.

  1. You will need to install the correct Perforce software. Normally in larger game dev teams Helix Visual Client P4V will be used. https://www.perforce.com/downloads/helix-visual-client-p4v

  2. Once installed, the team you are working with will give you details & address ID’s to connect Perforce Helix to. This enables you to connect to the same project server data that the entire team are working with. Also, allowing you to have access to the project data, so you can download the projects content TIP: Obviously, never share any connection details without outside of the team you work with

  3. Once P4V is set up and working, open Wwise

  4. In the Wwise Tool bar, navigate to: Project > Project Settings > General tab > Workgroup. Under plugin, in the drop-down menu, change to the Perforce option.

  5. Then click on the Config UI Button. Input the connect to server details ID address.

  6. Click okay to confirm.


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What Exactly does Source control do?


Every time you save in Wwise or unreal, the associated content you have modified will then be checked out in Perforce, into a submissions list that can then be submitted to a central server location

(NOTE: New files are not automated, these will need to be marked manually as ā€œAddā€ to be shown in the Perforce submission list)


Perforce What To Submit


If you are working with a central file manager (e.g. Perforce) to a central location, you will need to submit your local updates to the live server.


Below is a list of files you will generally need to upload:

  • Wwise: Anything not a cache file with the prefix ā€œWwiseProjectā€ – DO NOT submit any cache folders or content

  • In your EU4 project folder include the "Plugins/Wwise" folder

If you don't include this folder other people will not hear any sound coming from Wwise.


You can also integrate Wwise manually with the Wwise launcher to get the "Plugins/Wwise" folder.

-> https://www.audiokinetic.com/library/edge/?

source=UE4&id=installation.html

  • Any TEST folders & Content (If you made any)

  • The UE4 map containing audio emitters

Tip: In your UE4 main/persistent level, create a seperate audio level so you don't need to check out the whole main level in perforce.

  • Audio assets in the UE4 Audio folders

  • Content/WwiseAudio folders / content

  • Ensure you upload the Wwise Project contents folder & the Wwise Sound Banks kept in different UE4 folder hierarchy (WwiseAudio)


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