Table of Contents
Wwise Unreal Integration Documentation
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UE4 C++ projects
Linking with the AkAudio Module
The AkAudio
module must be linked with to use Wwise's functionality within a C++ project. This must be done within your project's module file (.build.cs
).
For example:
public class MyModule : ModuleRules
{
public MyModule(ReadOnlyTargetRules Target) : base(Target)
{
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "AkAudio" });
// Other settings
}
}
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Note: All AK::SoundEngine calls are currently made from AkAudioDevice and must be made from within the AkAudio module. Users must extend the functionality within the AkAudio module to expose required Wwise functionality. |
Creating AkComponent from C++
When creating a new AkComponent from C++, it is necessary to attach it to a parent component. This is necessary, because the FAkAudioDevice::GetAkComponent()
helper method needs a parent component to retrieve the associated AkComponent.
auto* AkAudioComponent = CreateDefaultSubobject<UAkComponent>(TEXT("CppCreatedAKComponent"));
AkAudioComponent->SetupAttachment(RootSceneComponent);
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