One Minute Wwise | From Audio File to in-game Audio in Unreal

How to import an audio file into Wwise and make it play on collision in Unreal Engine 4.24. No commercials, no lengthy introductions - let's get started!

Let's start fresh and go from this audio file, to having it play in-game in Unreal. To do so, you'll need to...
1. Import the Audio File
2. Prepare it, so it fits your in-game purpose.
3. And then hook up the sounds to some in-game action.
Let's begin. Go to your Wwise Project's Project Explorer. Because we have a sound, and not a piece of music, right-click inside the Actor-Mixer Hierarchy and choose 'Import Audio Files...'. Then add your audio file and make sure it's 'Creating a new' - 'Sound SFX', and not a 'Sound Voice'. Let's have a listen. Notice that it takes a bit of time for the sound to start. But this sound, should be played instantly on collision. So head into the Source Editor and define a later starting position. That's better. Now for the game engine to call this sound, it needs to be an Event. So right-click the sound, make a 'New Event' that plays the sound.
Now head into Unreal. When I press play, this ball will fall and collide with the plane. First, generate the sound data from Wwise. In the blueprint, you'll set the collision hit to call Post Event on itself, and then select the Event. Let's try it out. Now because each minor collision calls the Event, this will sound somewhat unnatural. So let's limit the calls to only collisions with high impact velocity like this. That's it.

Resources:
* Unreal Event-based Packaging: https://hubs.ly/H0rFx0P0
* Wwise Unreal Integration: https://hubs.ly/H0rFx0-0
* Wwise Blueprint Functions: https://hubs.ly/H0rFx180
* Creating Blueprints: https://docs.unrealengine.com/en-US/Engine/Blueprints/UserGuide/Types/ClassBlueprint/Creation
* Using the Source Editor: https://hubs.ly/H0rFx1d0
* Importing a Sound: https://hubs.ly/H0rFw8c0
* Get help! https://hubs.ly/H0rFx1J0

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