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Transferring Files to Wwise

To transfer files with ReaWwise, both Wwise and REAPER must be open to ensure that ReaWwise can automatically retrieve the necessary paths and other file and project information.

However, you must decide how you want to import the files into the Wwise hierarchy. Because ReaWwise maps REAPER wildcards to Wwise objects, you must plan your desired object structure carefully. For example, you might want to import audio files as Wwise Sound SFX objects under virtual folders, or under containers under virtual folders. The structure you choose must be valid in Wwise so before you transfer any files, experiment in the Wwise Project Explorer to ensure that your desired structure works.

To transfer files to Wwise:

  1. In Wwise, load the project into which you want to transfer the audio files.

  2. In REAPER, load the project that contains the audio files that you want to transfer to Wwise.

  3. In REAPER, click File > Render. The Render to File dialog opens. The settings in this dialog determine which files will be transferred to Wwise. To view the file list, click the button to the right of the “Render to” field. In the following example, 36 files will be transferred based on the rendering settings:

  4. Click Extensions > ReaWwise. The ReaWwise extension dialog opens.

  5. Specify the project and file path information in the following fields:

    • Project Path. ReaWwise automatically retrieves this path from the open Wwise project.

    • Originals Subfolder. ReaWwise automatically determines this path based on the Wwise Originals folder, although the full path does not appear in the dialog. To open the folder, click the file explorer button . You can use REAPER wildcards to add subfolders to the path. The subfolder names consist of the values of the selected wildcards.

    • Import Destination. The location in the Wwise project hierarchy to which to transfer the files. To change destination, select a node in the Wwise Project Explorer and click Sync with selected object in Wwise .

  6. In the Wwise Structures section, specify the following information to map the source files to Wwise objects with REAPER wildcards.

    • Wwise Structures. To customize the desired Wwise hierarchy you can add , remove , and rearrange rows, and modify the mapping of the REAPER wildcards to their corresponding Wwise object types in the Selected Row Properties section.

      Each row in the table corresponds to a level in the Wwise object hierarchy. Levels are determined in descending order, and must comply with Wwise requirements. For example, you cannot place Sound SFX objects directly under a Physical Folder. You can also save Wwise structures as presets to use with future transfers. Use the preset button to save and load presets.

      [Note] Note

      ReaWwise uses absolute object paths to transfer items from REAPER into Wwise. Any object in the path that does not exist in Wwise is created during the transfer. Sometimes the object hierarchy that you define in ReaWwise results in object paths that contain one or more ancestors that already exist in Wwise. In this case, the existing object types are not changed during the transfer if they are defined differently in ReaWwise.

    • If desired, you can use property templates to copy property settings from a Wwise object to a selected row when the audio files are transferred. Templates can be useful if, for example, you want to ensure that all transferred files use the same Effects as a certain Sound SFX file in your current Wwise project. To use a template, select Use Property Template, then in Wwise, select the desired object in the Wwise Project Explorer, then click the sync button .

  7. If there are duplicate sound names or if you are using templates, select the options that determine transfer behavior.

    • If Sound Name Exists. Determines what to do if an object name already exists in Wwise. The three options are:

      • Use Existing. Retains the existing sounds but adds the transferred files as source audio files. The new files do not become the main audio sources for the existing objects unless they have identical names to the existing sources, and therefore overwrite them.

      • Replace. Deletes and recreates the sounds, with the transferred files as sources.

      • Create New. Creates new sounds with increments appended to the names, for example SoundName_01. The existing sounds are not affected, unless the existing audio sources have the same names as the newly transferred files. In that case, the new sources overwrite the existing ones.

    • Apply Template. Determines when to apply a property template to transferred objects, if you selected one in the previous step:

      • Always. Applies the template properties to new and existing sounds.

      • New Object Creation Only. Applies the template properties to new objects only.

  8. Click Transfer to Wwise. A REAPER window opens, which displays the transfer progress. When it is complete, an Action Required dialog appears.

  9. Click Continue. A summary dialog appears.

  10. To view transfer details, click View Details. Otherwise, click Dismiss. The transferred audio files are now available in the Wwise Project Explorer in the desired structure.


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