Wwise Unreal Integration Documentation

Before proceeding, review the Requirements page and make sure the appropriate versions of the Unreal Engine, Unreal Wwise plug-in, and Wwise are used.

This UE4 integration package contains files related to the Wwise plug-in only; it does not contain the entire Unreal Engine source code, nor the Wwise SDK.

Installation Procedure

There are two ways of installing the Unreal Wwise plug-in: either as a game plug-in or as an engine plug-in - not both.

For more information on the difference between engine and game plug-ins (sometimes referred to as "installed" plug-ins), please refer to the Unreal Engine Wiki.

Installing the Wwise Unreal Plug-in as a Game Plug-in

Installing as a game plug-in is handled by the Wwise Launcher. Please open the Launcher to the UNREAL ENGINE tab and find your Unreal project. If it's not there, then click Browse for project... to find the UPROJECT file and add the project to the Launcher. Once it's listed, click Integrate Wwise into Project... for the Unreal project. The Launcher will guide you to specify all the necessary information to successfully integrate the Wwise plug-in into your project. Alternatively, you can accomplish the same thing using offline integration files, which are downloaded via the UNREAL ENGINE tab menu.

Managing Wwise Plug-ins

There are various plug-ins available for Wwise, which need to be installed correctly in order to be used in the Unreal Wwise plug-in. Plug-ins for Wwise are managed via the Wwise Launcher. For more information on managing plug-ins for Wwise, refer to the PLUG-INS section of the Installation and Migration Guide.

If there are plug-ins missing from your Wwise installation when you use the Wwise Unreal plug-in, you will see the following error: LogAkAudio: Error: Could not find plugin dynamic library.

Installing the Wwise Unreal Plug-in as an Engine Plug-in

Installing the Wwise plug-in for Unreal as an engine plug-in is intended for expert users only.
  1. Open the Wwise Launcher and select the UNREAL ENGINE tab.
  2. From the drop-down menu, select the Download Wwise Integration to use as an engine plug-in.... This will download a folder called "Wwise Unreal Engine integration".

  3. Within the "Wwise Unreal Engine integration" folder, you will find a folder called "Wwise". Copy the "Wwise" folder to your existing "Plugins" folder; …\<UE4 installation directory>\Engine\Plugins.
  4. Within the …\<UE4 installation directory>\Engine\Plugins\Wwise folder, create a folder called "ThirdParty".
  5. During the packaging process, the Unreal Editor may need to rebuild the Wwise UE4 integration. For this reason, you must copy several folders from the Wwise SDK installation folder to the "Wwise\ThirdParty" plug-in folder hierarchy. Open the following folders:
    • Source: C:\Program Files (x86)\Audiokinetic\Wwise 2019.2.15.7667\SDK\
    • Destination: ...\Plugins\Wwise\ThirdParty\
  6. Copy the following folders from the source folder to the destination folder:
    • include
    • Win32_*
    • x64_*
    • Mac
  7. In the Unreal Editor, open your project and go to Edit > Plugins > Audio and select the Enable check box under "Wwise Unreal Engine 4 integration".

For Android, iOS, Linux, PlayStation 4, and Xbox One, you must also copy the libraries. Copy <Your Platform> folder from the source folder to the destination folder:

  • Source: C:\Program Files (x86)\Audiokinetic\Wwise 2019.2.15.7667\SDK\
  • Destination: ...\Plugins\Wwise\ThirdParty\

Changes made to your Wwise project

Upon first opening your Unreal project, the following changes will be made to your Wwise project:

  • MediaDuplicated and MediaNotFound log messages are disabled, since media is no longer included in SoundBanks.
  • CopyStreamedFiles post-build step is removed from the Wwise project, if possible.
  • Generate Metadata File is disabled, as only the per bank metadata files are needed.
  • Generate Per Bank Metadata File is enabled.
  • Generate XML Metadata is disabled, since Unreal gathers information from the JSON metadata files.
  • Generate JSON Metadata is enabled.
  • Include GUID, Max attenuation and Estimated duration are enabled.