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Wwise Unreal Integration Documentation
Classes used for the Event-Based packaging

UAkAudioType

Base class for all Unreal Wwise Assets.

Properties:

  • Id: The GUID identifying this asset in the Wwise project
  • ShortID: 32-bit integer representing the asset in the Wwise SoundEngine
  • UserData: Array of user data. Can be used to store anything useful for a custom feature using the Wwise integration. For example, UserData can be used to store subtitle data for voice over events.

UAkAssetData

Class holding the actual SoundBank binary data, handling loading and unloading of the SoundBank with the Wwise SoundEngine.

UAkAssetDataWithMedia

Class containing a list of soft references to media assets that handles loading the appropriate media assets in memory.

UAkAssetPlatformData

Class handling the platform-specific nature of SoundBanks. It contains a map of UAkAssetData per platform, and ensures the proper platform is serialized while cooking.

Properties:

  • AssetDataPerPlatform (Editor Only): Map of SoundBank binary data to platform
  • CurrentAssetData: Binary SoundBank data for the currently running platform.

UAkAssetBase

UAkAssetBase is the base class for assets that need bank data: UAkAudioBank, UAkAudioEvent, UAkAuxBus and UAkInitBank.

UAkAcousticTexture

Typed version of UAkAudioType for Acoustic Textures. The GUID is the only used member, for finding the asset when renaming, moving or deleting the asset from Wwise.

UAkAudioBank

In addition to the data contained in UAkAssetBase, UAkAudioBank also contains a map of languages to bank data per platform, in case the sound bank contains localized data. The localized data is loaded dynamically and it is isolated on a per language basis, to easily package different SKUs. UAkAudioBank does not contain any references to media, (they are stored in UAkAudioEvent even if an UAkAudioEvent references an UAkAudioBank). This is done to maintain media granularity.

UAkAudioEvent

In addition to the data contained in UAkAssetBase, UAkAudioEvent also contains a map of languages to bank data per platform, in case the sound bank contains localized data. The localized data is loaded dynamically and is isolated on a per language basis, to easily package different SKUs.

UAkAudioEventData

UAkAudioEventData extends UAkAssetDataWithMedia to add support for switch container media, if you are using Split Switch Container Media. This feature allows media associated with a switch or a state to be loaded only when there's a hard reference to the switch/state value in the level.

UAkAuxBus

Used to contain AuxBus bank data information. It also contains a list of media for containing plugin media (for example, for Convolution Reverb impulse responses).

UAkInitBank

Contains the Init bank data per platform. It also contains a list of plugins used by the project and a list of plugin media not referenced by any AuxBus.

UAkMediaAsset

Contains the media data per platform. For each platform, the whole WEM data is contained inside the asset. If you are using prefetch for streaming, the prefetch data will be included in a different data chunk and loaded automatically when the UAkMediaAsset is loaded. If the media is streaming only, the data chunk is not loaded in memory and is streamed from the hard drive by the I/O hook.

Media assets are named by ID (and not by the source file name) in order to simplify the retrieval of the assets in the I/O hook. However, hovering the media in the Content Browser reveals a friendlier name:

UAkExternalSourceMediaAsset

Same as UAkMediaAsset, but allows picking of only external source media in the Post Event blueprint ExternalSource info.

UAkRtpc

Typed version of UAkAudioType for RTPC / Game Parameters.

UAkTrigger

Typed version of UAkAudioType for Music Triggers.

UAkGroupValue

Base class for Switch and State values. Adds GroupID (GUID) and GroupShortID to UAkAudioType.

UAkStateValue

Typed version of UAkGroupValue for State values.

UAkSwitchValue

Typed version of UAkGroupValue for Switch values.


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