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Wwise Unreal Integration Documentation
Generating SoundBanks with the GenerateSoundBanks Commandlet

The Wwise Unreal plug-in includes a Commandlet you can use to generate SoundBanks and submit them to source control from the command line.

Usage of the Commandlet is:

<UnrealEditor-cmd.exe> <path_to_uproject> -run=GenerateSoundBanks [-platforms=listOfPlatforms] [-languages=listOfLanguages] [-wwiseConsolePath=pathToWwiseConsole]

The Commandlet has the following parameters:

  • platforms: (Optional) Comma-separated list of platforms for which to generate SoundBanks, as specified in the Wwise project. If not specified, SoundBanks are generated for all platforms.
  • languages: (Optional) Comma-separated list of Languages for which to generate SoundBanks, as specified in the Wwise project. If not specified, all languages are generated.
  • wwiseConsolePath: (Optional) Full path to the Wwise command-line tool, used to generate the SoundBanks. If not specified, the path from the Wwise settings is used.
  • help: (Optional) Print this help message. This quits the Commandlet immediately.

Example usage:

C:\UE_5.0\Engine\Binaries\Win64\UnrealEditor-Cmd.exe C:\MyProjects\Demo\WwiseDemoGame.uproject -run=GenerateSoundBanks -platforms=Windows,Mac
Note:
If you have problems because the Development Editor is not built or available yet, you can skip the plugin activation by setting the environment variable SKIP_PLUGIN_ACTIVATION to true.

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