Table of Contents
Here is a sample workflow using the integration:
Create a Wwise project for this game using the Wwise Authoring Application. Some Events are created, but no SoundBanks need to be created yet.
In the Unreal Content Browser, add AkAudioEvent objects to packages.
From the Build menu, select the Generate SoundBanks option, and then select all banks to be generated, and click OK. The required SoundBanks are generated. After the banks are generated at least once, it is possible to play sounds in the editor.
The first time banks are generated, you need to click Refresh All Banks by right-clicking on one of the AkAudioBank objects.
Banks generated from the Unreal Editor can then be added to source control. This allow individuals without the Wwise application and project on their machine to still be able to work in the Unreal editor using existing BNK files from the game's Content folder. They could hook the AkAudioEvent objects at different places in the level, and they would be able to run the game.
When new banks are generated, click Refresh All Banks in the Content Browser's AkAudioBank to load the newly created banks.
Generated by 1.6.3