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You can import a large amount of media files from a tab delimited (also known as tab-separated) text file. Tab delimited text files (TXT or TSV extensions) can be generated by Microsoft Excel or other spreadsheet applications. Imported files must have UTF-8 encoding.
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Large Tab Delimited Imports Can Take Time |
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Be aware that importing tens of thousands of media files can take a substantial amount of time. To minimize how long it takes, run large file imports on a machine with an SSD drive and ensure you have exited all disk-intensive applications, such as source control synchronization, cloud synchronization, or possibly even virus protection services. |
The tab delimited file can define the following elements:
WAV, AMB, or MIDI file to import
Object structure to contain the files
Any property values or references, such as the Voice Volume or Output Bus
Events to create
The first row of the tab delimited text file defines the content of the columns for the subsequent rows. The order of the columns has no impact on the import process.
The following table lists and describes all the possible tab delimited text file column headers.
Header |
Content |
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Audio File |
Defines the path to the WAV or MIDI files to import. The file will be copied to the Originals folder if it's not already present in it. The path can be absolute or relative.
This column can be left blank if creating a container. |
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Audio File Base64 |
Defines a base64 encoded WAV audio file data to import. A target file path needs to be specified and separated from the base64 encoded data by a vertical bar ( | ). The target file path will be extracted relative to the Originals folder, under its import type folder.
Example:
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Object Path |
Defines the path and name of the object to be created. The path uses backslashes and can either be absolute or relative.
If the path to the object doesn't exist, Wwise will automatically create all the missing parents and the object. It is possible to specify the type of different objects in the path by writing it between If this column is left blank, the name of the object will be taken from the imported audio file, and will be imported to the destination specified in the Audio File Importer dialog. Object Path Example: |
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Object Type |
Specifies the type of object, among the following options:
If this column is left blank, the Object Type is assumed to be a Virtual Folder, unless specified otherwise within the Object Path.
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Property[PropertyName] OR @PropertyName Examples:
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The column header specifies which property to set. The property name is either the property name or the display name, as shown in and the RTPC tab, Multi Editor, and List View. Refer to the Wwise Objects Reference for more information about the properties available. Common property names:
Common property display name:
Each subsequent row specifies a property value to set on the created objects. Enumerated values must specify the integer value associated with the enumerated name, which can be found in the WWU files or in WObjects.xml. If this column is left blank, no value is set. |
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Reference[ReferenceName] OR @ReferenceName OR ~ReferenceName (deprecated) Examples:
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The column header specifies which reference to set. The reference name is either the reference name or the display name, as shown in List View and Multi-Editor. Refer to the Wwise Objects Reference for more information about the references available. Common reference display names:
Each subsequent row specifies one of the following:
If this column is left blank, no reference is set. |
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Notes |
Defines the notes or comments for the object to be created. |
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Audio Source Notes |
Defines the notes or comments for the audio source file associated with the object to be created. |
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Event |
Defines the path and name of an Event to be created for the imported object. The path can be either absolute or relative:
To specify the Action type, append Action Type Examples:
A Virtual Folder will be created for any path element that does not already exist at the destination. If the specified Event already exists at the destination, a new Event Action will be appended to the existing Event if there is not already an identical one.
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Dialogue Event |
Defines the path and name of a Dialogue Event to be created for the imported object. The path can be either absolute or relative:
The primary goal of the Dialogue Event column is to give the ability to create or modify a Dialogue Event path, as is done in the Dialogue Event Editor. To specify a path, append It is also possible to specify the Probability and the Weight value (ranging from 0 to 100) of the path. To do so, simply add a
Dialogue Event Example: |
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Switch Assignation |
Defines a Switch or State Group that will be associated with a Switch Container, within the Actor-Mixer Hierarchy only. Also defines which Switch Container's child will be assigned to which Switch or State from the associated group.
A Switch or State Group is declared between
Switch Assignation Example: |
To import a tab delimited file:
Open the Audio File Importer by:
Selecting the import destination object in the Project Explorer and selecting the Import Audio Files... option from its shortcut menu (Shift+I).
Selecting Import Audio Files... from the Project menu.
The Audio File Importer opens.
Click the Import Tab Delimited... button.
Browse for the tab delimited file, and click OK.
Verify the import content in the Audio File Importer list.
Click Import.
The following tables (borrowing details from the Sample Project while still having differences) provide examples of tab delimited worksheets. Although they are certainly not exhaustive, they do demonstrate multiple possible imports with a few different ways of importing similar things, such as in the use of the Object Type column versus object types specified in the Object Path, and absolute versus relative paths.
One-line creation of multiple objects within a path: Shows how an entire path structure can be created with multiple containers using just one line. Each of the Object Types specified in the Object Path could have been entered in separate lines with entries in the Object Type column.
Audio File |
Object Path |
Property |
Reference |
Event |
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C:\My Audio Files\ Minigun\ MnGn_Barrel_Down.wav |
\Actor-Mixer Hierarchy\ |
50 |
\Master-Mixer Hierarchy\Default Work Unit\Master Audio Bus\Environmental\SFX\Guns |
\Events\Minigun\Pay_Minigun@Play |
Creation of a Switch with Switch Group and Default Switch assignment: Shows how to add a Switch and then assign it a Switch Group and a Switch Value.
Object Path |
Object Type |
Switch Assignation |
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\Actor-Mixer Hierarchy\My Default Work Unit\<Actor-Mixer>Minigun\<Switch Container>Shells\A |
Sound SFX |
<Switch Group:SS_Surface>Dirt |
\Actor-Mixer Hierarchy\My Default Work Unit\<Actor-Mixer>Minigun\<Switch Container>Shells\B |
Sound SFX |
<Switch Group:SS_Surface>Wood_Solid |
Adding Sound Voices with Dialogue Events: Shows how Sound Voices can be added with an associated Dialogue Event and path.
Audio File |
Object Path |
Object Type |
Dialogue Event |
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..\..\My Voice Recordings\English(US)\UNA-GG-AL_01.wav |
\Actor-Mixer Hierarchy\Dialogues\Captain_A\UNA-GG-AL_01 |
Sound Voice |
\Dynamic Dialogue\Default Work Unit\Unit_Under_Attack@Path:<State Group:Unit>Unit_A.<Switch Group:FS_Type>Running.<State Group:Hostile>Gang.<State Group:Location>*|Probability:80|Weight:20 |
..\..\My Voice Recordings\English(US)\UNA-HS-AL_01.wav |
\Actor-Mixer Hierarchy\Dialogues\Captain_A\UNA-HS-AL_01 |
Sound Voice |
Unit_Under_Attack@Path:<State Group:Unit>Unit_A.<Switch Group:FS_Type>Running.<State Group:Hostile>DefuseBomb.<State Group:Location>Alley|Probability:20|Weight:20 |
..\..\My Voice Recordings\English(US)\UNA-GG-HG_01.wav |
{D2F87A0D-7D5C-429D-B13D-03478450C2A2} |
Sound Voice |
Unit_Under_Attack@Path:<State Group:Unit>Unit_A.<Switch Group:FS_Type>Running.<State Group:Hostile>Gang.<State Group:Location>Hangar |
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