Wwise Unreal Integration Documentation
All settings related to the Wwise Integration can be found in the Unreal Project Settings, under the Wwise section. This section includes initialization settings for all of the supported Wwise platforms that are available in your UE4 installation. Modifications to settings in editor will only be taken into account after restarting the editor; however, using the "Standalone" play mode will initialize a new instance of the SoundEngine with the current settings. It is possible to copy/paste data among the settings structures of platforms even when their structures are not identical; UE will fill what matches and ignore the rest.
Max Simultaneous Reverb Volumes
The maximum number of Ak Reverb Volumes that can affect a sound. Setting this to zero disables all Ak Reverb Volumes in game. Note that Ak Late Reverb Components found on an actor that also contains an Ak Room Component are not affected by this setting.
Wwise Project Path
The location of the Wwise project for the UE4 game. The Wwise integration requires this path to create the Wwise assets required for the game using the Generate Sound Data function within the Unreal Content Browser (or Build menu). This path is relative to the editor's executable directory (usually
<UE4_installation_directory>/Engine/Binaries/Win64), as given by
FPlatformProcess::BaseDir()in the Unreal Engine.
Wwise Sound Data Folder
The relative location of the Wwise assets
If you are using external sources, changes to this path will need to be reflected in the External Source settings in your Wwise project.
Split Switch Container Media
Whether to add a level of indirection between an Event and its media when it uses Switch containers. When enabled, only the media associated with a Switch value used in the currently loaded levels will be loaded to memory. For more information, see Splitting Switch Container Media.
Split Media Per Folder
Whether to split media between multiple folders to avoid issues with Perforce source control and its limit of 32,000 files per folder.
Use Event-Based Packaging
Whether to use Event-Based Packaging. See New Feature: Event-Based Packaging for more information.
Commandlet Commit Message
Source Control commit message to use when migrating via the Commandlet. See GenerateSoundBanks Commandlet for more information.
Unreal Culture to Wwise Culture
Mapping of Unreal Culture code to Wwise Language. This enables calling Set Current Audio Culture directly with an Unreal culture code. See Localization of Audio Assets for more information.
Default Occlusion Collision Channel
The default collision channel used for audio occlusion calculations.
AkGeometry Surface Properties Map
Associates an AkAcousticTexture and a transmission loss value to Physical Materials. It is used with the AkGeometryComponent that converts meshes to Spatial Audio Geometry. You can associate the Physical Materials used in the meshes to an AkAcousticTexture and a transmission loss value here.
Global Decay Absorption
The global absorption value used when estimating reverb decay values. Defaults to 0.5. See Aux Bus Assignment Map for more information.
Default Reverb Aux Bus
The default aux bus to use when using the aux bus auto-assignment feature. See Aux Bus Assignment Map for more information.
Environment Decay Aux Bus Map
A collection of mappings from decay values to aux busses used for auto-assigning reverb aux busses. See Aux Bus Assignment Map for more information.
Reverb Assignment Map RTPCs
A collection of global RTPCs that can be used to drive reverb parameters. See Global Reverb RTPCs for more information.
Wwise Windows Installation Path
The location of the Wwise Authoring Application on your Windows development machine. This option will need to be updated when a new version of the Wwise Authoring Application is required by the integration changes.
Enable Automatic Asset Synchronization
Whether to automatically synchronize Unreal assets with the Wwise project. See Asset synchronization for more information.
Any users who are synchronizing Wwise Unreal assets but not the Wwise project files in their version control should disable this option.
Auto Connect to WAAPI
Enables the automatic connection of the Unreal Editor to Wwise via the Wwise Authoring API (WAAPI).
WAAPI IP Address
IP Address used to connect to WAAPI.
Port used to connect to WAAPI.
Auto Sync Selection
Whether to synchronize the selection between the WAAPI picker and the Wwise Project Explorer.
If these paths are not correctly set, Unreal will fail to generate the Wwise SoundBanks required for the game.
Max Sound Propagation Depth
Maximum number of portals that sound can propagate through.
Enable or disable specific diffraction features.
Amount that an emitter or listener has to move to trigger a recalculation of reflections/diffraction. Larger values can reduce the CPU load at the cost of reduced accuracy.
Number Of Primary Rays
The number of primary rays (cast from each listener) used in stochastic ray casting.
Maximum reflection order between 1 and 4.
Enable Diffraction on Reflections
Enable diffraction at the end/beginning of reflection paths.
Maximum Path Length
Maximum length of a reflection/diffraction path.
Enable CPU Limit
If true, the CPU load per frame will be soft limited.
CPU Limit Percentage
Specifies the amount of CPU time as a percentage as the total time allocated to one frame.
The SoundEngine initialization steps are performed in the
FAkSoundEngineInitialization::Initialize() method. In this method, the memory, streaming, IO, sound engine, platform, music engine, and communication settings are configured from values set in the Wwise Initialization Settings for each platform.
For more information on SoundEngine initialization, refer to the Initialize the Different Modules of the Sound Engine section in the Wwise SDK documentation.