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Wwise Unity Integration Documentation
Wwise Components

General Components

AkAmbient
Use this component to attach a Wwise Event to any object in a scene. The sound can be started at various moments, dependent on the selected Unity trigger. This component is more useful for ambient sounds (sounds related to scene-bound objects) but could also be used for other purposes. Since AkAmbient has AkEvent as its base class, it features the play/stop, play multiple, stop multiple and stop all buttons for previewing the associated Wwise event.
See Using AkAmbient from the Inspector for a description of its public properties.

AkAudioListener
Add this script on the game object that represents a listener. This is normally added to the Camera object or the Player object, but can be added to any game object when implementing 3D busses. isDefaultListener determines whether the game object will be considered a default listener - a listener that automatically listens to all game objects that do not have listeners attached to their AkGameObjListenerList's.
See Using AkAudioListener from the Inspector for a description of its public properties.

AkBank
Loads and unloads a SoundBank at a specified moment. You can decompress Vorbis sounds at a specified moment using the Decode Compressed Data option. In that case, the SoundBank will be prepared.
See Using AkBank from the Inspector for a description of its public properties.
Also see SDK Doc: Loading Banks.

AkEmitterObstructionOcclusion
Completely obstructs/occludes the emitter of the current game object from its listeners if at least one object is between them.
See Using AkEmitterObstructionOcclusion from the Inspector for a description of its public properties.

AkEnvironment
Use this component to define a reverb zone. This needs to be added to a collider object to work properly.
See Using AkEnvironment and AkEnvironmentPortal from the Inspector (Reverb Zones) for a description of its public properties.

AkEnvironmentPortal
Use this component to define an area that straddles two different AkEnvironment zones and allow mixing between both zones.
See Using AkEnvironment and AkEnvironmentPortal from the Inspector (Reverb Zones) for a description of its public properties.

AkEvent
Helper class that knows a Wwise Event and when to trigger it in Unity.
See Using AkEvent from the Inspector for a description of its public properties.

AkGameObj
This component represents a sound object in your scene tracking its position and other game syncs such as Switches, RTPC and environment values. You can add this to any object that will emit sound, and it will be added to any object that an AkAudioListener is attached to. Note that if it is not present, Wwise will add it automatically, with the default values, to any Unity Game Object that is passed to Wwise.
See Using AkGameObj from the Inspector for a description of its public properties.

AkInitializer
This component deals with initialization and frame updates of the Wwise audio engine. It is marked as DontDestroyOnLoad so it stays active for the life of the game, not only one scene. You can modify this script to change the initialization parameters for the sound engine. A few are already exposed in the property inspector. It must be present on one Game Object at the beginning of the game to initialize the audio properly. It must be executed before any other MonoBehaviors that use AkSoundEngine.

See also

AkState
This will call ak.soundengine.setState() whenever the selected Unity event is triggered. For example, this component could be set on a Unity collider to trigger when an object enters it.
See Using AkState from the Inspector for a description of its public properties.

AkSwitch
This will call ak.soundengine.setSwitch() whenever the selected Unity event is triggered. For example, this component could be set on a Unity collider to trigger when an object enters it.
See Using AkSwitch from the Inspector for a description of its public properties.

Spatial Audio Components

AkEarlyReflections
Add this script on a game object that represents an emitter. Sounds emitted by this game object will produce early reflections on nearby AkSurfaceReflector
See AkEarlyReflections from the Inspector for a description of its public properties.

AkRadialEmitter
Add this script on a game object that represents an emitter. Sounds emitted by this game object will have a spread based on an inner and outer radius centered on the position of the game object.
See AkRadialEmitter from the Inspector for a description of its public properties.

AkRoom
An AkRoom is an enclosed environment that can only communicate to the outside/other rooms with AkRoomPortals.
See Using AkRoom from the Inspector for a description of its public properties.

AkRoomAwareObject
A game object that is aware of AkRoom components. To be added on the Spatial Audio Listener and GameObjects that emit spatial audio sounds.
See Using AkRoomAwareObject from the Inspector for a description of its public properties.

AkRoomPortal
An AkRoomPortal can connect two AkRoom components together and propagate sound between them.
See Using AkRoomPortal and AkRoomPortalObstruction from the Inspector for a description of its public properties.

AkRoomPortalObstruction
Completely obstructs the sounds coming from the spatial audio portal of the current game object from the spatial audio listener if at least one object is between them.
See Using AkRoomPortal and AkRoomPortalObstruction from the Inspector for a description of its public properties.

AkSpatialAudioDebugDraw
Add this script on a game object that will emit sounds using spatial audio. The script can draw early reflection or diffraction paths from the current game object to the spatial audio listener for debug purposes.
See Using AkSpatialAudioDebugDraw from the Inspector for a description of its public properties.

AkSpatialAudioListener
Add this script on the game object that represents a listener.
See Using AkSpatialAudioListener from the Inspector for a description of its public properties.

AkSurfaceReflector
This component will convert the triangles of the GameObject's geometry into sound reflective surfaces.
See Using AkSurfaceReflector from the Inspector for a description of its public properties.

See also

Component code

To learn about the code of Wwise components, you can open the corresponding C# script from the component's settings button.

If you wish to write custom scripts for your Wwise Unity Integration project, we recommend using Wwise Types.

See also

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