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Wwise Unreal Integration Documentation
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The Wwise Demo Game, which contains the Wwise Unreal Integration, is available to download from the Audiokinetic Launcher. The game's map provides several demonstration stations where you can test various integration features.
In order to build the demo game, you must install the Wwise SDK and modify the Wwise integration in the sample game. Refer to Installing Wwise and Component Packages and Upgrading or Modifying an Integration Package for more information.
To download the Wwise Demo Game:
After the SoundBanks are generated, the Wwise project associated with your GeneratedSoundBanks folder is re-parsed, and the Wwise assets in your project are reloaded.
An Animation Notify can be used to post AkEvents to the SoundEngine. A demonstration of its use can be seen in the FPP_Fire animation.
This area of the map demonstrates the use of the AkAmbientSound actor. The AmbientNoise_Spatialized
ambient emitter in the level is started by a Start All Ambient Sounds node in the Level Blueprint. To help locate the actor, its attenuation sphere is drawn in yellow when playing the game. The Event used by this emitter is part of the AmbientBank
SoundBank.
This area also helps to demonstrate the occlusion feature. By navigating the player pawn behind the wall situated close to the ambient sound (making sure to stay within the yellow zone), or behind the big box in the sphere, the effects of occlusion on the sound can be heard. Occlusion is enabled on the sound by setting it in the in the "Ambient Sound handling" (red) section of the Blueprint level.
This section of the map demonstrates how to route Unreal Audio through Wwise using Unreal's AudioLink tool.
The button triggers the Template1rst_WeaponFire02
Unreal Audio file, which uses an Unreal Sound Attenuation with AudioLink enabled. A Wwise AudioLink Settings asset is linked to the Sound Attenuation to override the default AudioLink settings. You can confirm that the sound is correctly routed through Wwise by profiling the editor with Wwise. A voice called UnrealInput
is displayed in the Voices Graph each time the AudioLink Demo button is pressed. Triggering it multiple times generates just as many voices in the Profiler, which demonstrates AudioLink's granular control over audio.
For more information on using AudioLink in your Unreal project, see Combining Unreal and Wwise Audio with AudioLink.
This section of the map demonstrates the use of Event and RTPC tracks in the WwiseDemoSequence asset. Opening the level sequence in the Sequencer editor shows that the Event track plays a drum beat targeting the moving cube, while the DrumKitModulation
game parameter is driven by the RTPC track.
Near the Sequencer there's a invisible trigger box that will teleport you to the Spatial Audio Tutorial Map. This allows testing map transitions.
This section of the map demonstrates the use of the Set RTPCValue node targeting an actor, in the Level Blueprint (in the green comment sections). The mouse scroll wheel (the up and down D-pad buttons on a gamepad, and a two-finger swipe on a touch screen) is tied to a variable that is fed as the "Velocity" Game Parameter, which controls the pitch of the VelocityLoop
sound in the Wwise project.
The "Create RTPC button Event dispatchers" section of the level Blueprint also demonstrates how to post an Event that targets an actor, using the Post Event node.
This section of the map demonstrates the use of AkReverbVolume
. Inside the spherical cave, an AkReverbVolume
is used to add a Reverb Effect to the weapon sound. Note that the actor emitting the sound can be set to ignore the reverb volumes feature. This can be done by unselecting "Use Reverb Volume" on the WeaponAkComponent
in the MyCharacter
Blueprint.
This section of the map demonstrates how to set a Switch using Blueprints (in the "Switch Logic" section of the Blueprint level). Using the button (see instructions on the wall in front of the button) posts the Event to the SoundEngine. Pressing L or H on the keyboard (D-Pad left and right on a gamepad, three and four finger taps on a touch screen) changes the switch value.
This section of the map demonstrates the use of event callbacks from Blueprint, and the use of user data in Wwise assets.
The Event starts playing a sound file containing WAV markers. Registering the marker callback associated with the Event allows the updating of the subtitle on the wall in front of the button. To achieve this, in the Level Blueprint the Callback mask
input pin was set to Marker
. Then, the PostEventCallback
input pin was linked to a custom Blueprint Event, named HandleSubtitles
.
The actual subtitles are stored in a DataTable asset, found in /Game/WwiseAssets/SubtitleTable.uasset
. This SubtitleTable
was then set at user data in the SubtitleEvent properties.
In the HandleSubtitles
event, we retrieve the user data asset using Get Ak Audio Type User Data. We then access the proper subtitle using the MarkerCallback's
Identifier
field as an index in the table, and then apply that text to the TextRenderActor on the wall.
For more information on using callbacks in Blueprints, see Using Callbacks in Blueprints.
This section of the map demonstrates the use of External Sources from Blueprint.
The level Blueprint contains the CurrentExternalSourceArray
variable. It contains pre-filled AkExternalSourceInfo
structures. Posting the event will sequentially play the three files contained in the CurrentExternalSourceArray
variable.
For more information on using External Sources, see Using External Sources.
This section of the map demonstrates the use of Localized Voices from Blueprint.
The event plays a localized voice, as configured in the Wwise project. Use the left button to play the English line, and use the right button to play the French line.
For more information on using Localization, see Localizing Audio Assets.
This section of the map demonstrates how splitting switch container media interacts with Level Streaming.
The start up map in the demo game only uses the Metal switch value un the Footstep_Material switch container. Connecting the Wwise profiler shows that the only media loaded for this container are the metal media files. Pressing the button on the Sub Level Demo will load a streaming level that also uses the Wood and Grass switch values. In the Wwise profiler, the mdia associated with these switch values will now be loaded. Pressing the button again will unload the level, and thus the Grass and Wood media files as well.
For more information on splitting switch container media, see Optimizing Memory Usage with Reference-Loaded Switch Containers.
This section of the map demonstrates the use of Niagara with the Wwise Integration.
To spawn a Niagara System, interact with the button (see the instructions on the wall in front of the button).
To change the type of Niagara System, do one of the following:
For more information on using Niagara with the Wwise Integration, see Using the Wwise Unreal Niagara Integration.
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