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Wwise Integration

Wwise is designed to fit easily with any next-generation game engine.  The ability to integrate Wwise into your production pipeline means that your artists have more creative control and your programmers have greater freedom.

Because Wwise allows for greater control over the final mix without having to change the game code itself, our sound designer can play around with ideas and experiment without having to wait for engineering support to hear the results. Having this time to experiment allows us the luxury of more time to polish the game’s audio.

— Douglas DaSilva, Associate Software Engineer, Blue Fang Games.

Wwise Integration with Unreal 3

As a member of Epic’s exclusive Integrated Partners Program (IPP), Audiokinetic provides a complete integration that allows developers and publishers licensing UE3 to easily integrate Wwise into their development pipeline.

Technically, Wwise and Unreal sound engines run side-by-side. This means that you can simultaneously play Wwise Events and Unreal SoundCues, each playing independently using their respective sound engine.

This implementation choice has been made to facilitate the transition from Unreal to Wwise. Since Unreal remains unchanged, you can continue to use existing packages.

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Integration with Gamebryo® LightSpeed™

Through a technological partnership between Emergent and Audiokinetic, Wwise is now integrated with Gamebryo Lightspeed. By having the most complete audio pipeline solution integrated into your runtime engine, you can create state-of-the-art audio faster and more efficiently for your games.

Integration with Gamebryo Lightspeed

  • The Wwise Service was implemented using the Lightspeed service system, making the integration in your game very simple.
  • Audiokinetic provides a sample Wwise LightSpeed Model library, which allows you to easily transform any model/entity into an audio emitter or listener. You can even load SoundBanks without any programming required.
  • Most of the functionality in the Wwise SDK is available via lua scripts. This translates into rapid prototyping and integration using all the functionalities of the Wwise SDK from within the Toolbench Editor.
  • RTPCs and/or Switches can be bound to the existing properties of any entity. This means that game syncs within Wwise can be automatically updated when changes are made to the entity properties in Lightspeed.
  • The Wwise 3DS Max plug-in makes it possible to attach sound behaviors to scene objects. This means that whenever the scene is loaded by the Gamebryo game engine, Wwise automatically extracts the sound behaviors and applies them to the game. The following sound behaviors are provided:
    • Post event based on object visibility.
    • Post event based on custom animation curves.
    • Post event when object is loaded.
    • Drive a Wwise RTPC with an animation curve.

To download the complete fact sheet Wwise for Gamebryo, please click here.

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