Table of Contents

What's New?

Each version of this integration matches a specific build of Unreal Engine 4. Here is what has changed in each release of the integration (in addition to upgrading to the new Unreal build).

This integration does not support experimental Unreal Engine 4 features.

Migration Notes
Known Issues


Unreal Engine 4.19/4.20/4.21 - Wwise 2018.1.4.6807.1189

  • WG-39671: Exposed ExecuteActionOnEvent to Blueprint.
  • WG-40333: Ensured all PostEvent calls go through the Callback Manager.
  • WG-40344: Exposed GetSpeakerAngles and SetSpeakerAngles in Blueprint.
  • WG-40365: Changed SoundBank generation message to make it clearer that the SoundBank can be generated but still have errors.
  • WG-40380: Prevented crash when calling PostAkEventAndWaitForEnd with an invalid AkEvent.

Unreal Engine 4.19/4.20/4.21 - Wwise 2018.1.3.6784.1177

  • Added support for Unreal 4.21
  • WG-38379: Added a new Wwise setting for the default Occlusion Collision Channel value used by Ak Component.
  • WG-38497: Improved stability of the Sequencer while playing and moving around AkAudioEvent.
  • WG-38746: Added setting to allow using Multi-core rendering.
  • WG-39181: Fixed: Crash when resizing an AkAudioEvent section in the sequencer to its minimum width.
  • WG-39408: Wwise Installation Path can now be configured per user. Use Wwise User Settings in the Project Settings to edit the Wwise installation path.
  • WG-39669: Added parameter restrictions to Wall Occlusion in Ak Room component and Send Level in Ak Late Reverb Component.
  • WG-39713: UAkAuxBus no longer causes premature initialization of FAkAudioDevice.
  • WG-40128: Fixed: File handle leak in the IO hook.

Unreal Engine 4.19/4.20 - Wwise 2018.1.3.6784.1153

  • WG-36728 Added a Commandlet allowing to generate SoundBanks from the command line.
  • WG-39113 Fixed: (iOS, Linux, macOS) No audio for Shipping configuration.
  • WG-39715 Added a checkbox allowing to disable Spatial Audio on an AkComponent. This allows the use of SetMultiplePositions on such a component.
  • WG-39833 Fixed: Reduced the number of calls to SetAuxSends when unnecessary.

Unreal Engine 4.19/4.20 - Wwise 2018.1.2.6762.1124

  • WG-37990 Fixed: (Xbox One) Crash when loading large SoundBank in a packaged game not using PAK files.
  • WG-38420 Fixed: Crash when Sequencer AkAudioEvent section is garbage collected while playing.
  • WG-38693 Fixed: (WAAPI) Race condition in AkAutobahn, as used in various integrations and samples.
  • WG-39055 Fixed: Display issue where waveform in Sequencer sections would render over text.
  • WG-39091 Fixed: Made RoomComponent and LateReverbComponent compatible with level streaming.
  • WG-39097 Fixed: Removed build warnings about missing samples folder.
  • WG-39115 Fixed: Obstruction refresh issue on Portals.
  • WG-39170 Fixed: Invalid argument passed to UnloadBank.
  • WG-39219 Fixed: WAAPI reconnection issue when Wwise Authoring is quickly restarted.
  • WG-39301 Fixed: CancelEventCallbackCookie does not properly use user-supplied cookies to cancel.
  • WG-39334 Re-enabled Opus codec on Android and Mac.
  • WG-39393 Fixed: (Switch) Invalid State Group ID.
  • WG-39604 Fixed: Added description to PostAndWaitForEndOfEvent.

Unreal Engine 4.19/4.20 - Wwise 2018.1.1.6727.1082

  • WG-32970 (Xbox One) Removed warnings when building.
  • WG-38486 Fixed: Crash when removing an always-loaded level that uses AkRoomComponents and/or AkLateReverbComponents.
  • WG-38741 Fixed: Hang on initialization due to some critical sections being initialized before AK::SoundEngine::Init.
  • WG-38805 Corrected Integration to unregister all global callbacks after terminating sound engine.
  • WG-39228 Fixed: WAAPI crash when closing Wwise Authoring and Unreal editor simultaneously.

Unreal Engine 4.19/4.20 - Wwise 2018.1.0.6714.1065

  • Added support for Unreal Engine 4.20.
  • WG-30002 Added support for audio input using the Wwise Audio Input plug-in. See Audio Input.
  • WG-33507 Exposed Event and SoundBank callbacks to Blueprint. See Using Callbacks in Blueprint for more information.
  • WG-34570 Added ability to register to the global callback via delegates.
  • WG-35615 At sound engine initialization time the floor plane can be set using a new value in AkInitSettings. The Audiokinetic Unreal integration sets this value, in AkAudioDevice.cpp, to use X-Y as the floor plane.
  • WG-38608 Added experimental support for Lumin.
  • WG-38676 Fixed: Changing Spatial Audio Volume shape makes Unreal Editor freeze.

Unreal Engine 4.17/4.18/4.19 - Wwise 2017.2.6.6636.979

  • WG-37921 Fixed hang on teardown.
  • WG-38187 Fixed enabling/disabling of occlusion using the OcclusionRefreshInterval.
  • WG-38282 Increased stack size to 1 MB on Switch platform.
  • WG-38418 Fixed unload bank failed error when quitting game.

Unreal Engine 4.17/4.18/4.19 - Wwise 2017.2.5.6619.962

  • WG-37624 Allowed to perform an asset diff on the Wwise .uasset files.
  • WG-37736 Reorganized some WAAPI Blueprint nodes under the "Audiokinetic" category.
  • WG-37790 Fixed bad listener handling that caused Spatial Audio failures in editor.
  • WG-37808 Fixed errors for WAAPI builds on Visual Studio 2017.
  • WG-37917 Ensured the plug-in compiles when the game does not use precompiled headers.
  • WG-38041 Fixed crash when performing occlusion calculations.
  • WG-38142 Fixed crash due to initialization of AkOcclusionObstructionService not binding SetOcclusionObstructionFcn when refresh interval is 0.

Unreal Engine 4.17/4.18/4.19 - Wwise 2017.2.4.6590.933

  • WG-37256 AK::SpatialAudio::SetPortal error incorrectly reported when starting game in Editor.
  • WG-37453 Fixed Auxiliary Busses not working in PIE session while running a dedicated server.
  • WG-37561 Ensured Room and LateReverb component work properly with the garbage collector.

Unreal Engine 4.17/4.18/4.19 - Wwise 2017.2.3.6575.917

  • Added support for Unreal Engine 4.19.
  • WG-36727 Excluded WAAPI from Visual Studio 2017 builds.
  • WG-36883 Moved occlusion raycasts into an async task.
  • WG-37088 Changed to use GEngine->GetFirstLocalPlayerController() instead of UWorld->GetFirstPlayerController().
  • WG-37246 Fixed editor crash when starting with -nosound flag.

Unreal Engine 4.17/4.18 - Wwise 2017.2.2.6553.895

  • WG-35044 Made the behavior of overlapping reverb volumes sharing the same Auxiliary Bus more deterministic.
  • WG-36335 Removed unnecessary logs.
  • WG-36369 Added missing include in AkAudioDevice.h.
  • WG-36429 Replaced LoadModuleChecked with GetModulePtr in FAkAudioDevice::Init().
  • WG-36494 Made FAkAudioStyle into a singleton to avoid a non-editor crash.

Unreal Engine 4.17/4.18 - Wwise 2017.2.1.6524.866

  • WG-34960 Removed min and max properties in AkSlider widget, which are now automatically set via WAAPI.
  • WG-35238 Fixed: All open AkEvent Sequencer segments update to dirty when changes are detected in their Work Units.
  • WG-35773 Added bounds to theUAkComponent::UseEarlyReflections order parameter.
  • WG-35949 Added ability to generate a single SoundBank containing only an Auxiliary Bus.
  • WG-36083 Removed WAAPI log spam when generating SoundBanks while the Sequencer window is open.
  • WG-36200 Fixed crash when running editor with -game flag.
  • WG-36357 Changed Launcher to now copy Visual Studio 2017 dependencies to ThirdParty folder.
  • WG-36415 Fixed crash in Unreal when adding new AkSlider in UMG

Unreal Engine 4.17/4.18 - Wwise 2017.2.0.6500.836

  • Improved listener handling while in the Editor. See Editor Listener for more information.
  • Added a new WAAPI-enabled Wwise picker. See The WAAPI Picker for more information.
  • Improved Sequencer integration with scrubbing and 'play from anywhere' support. See Level Sequencer for more information.
  • Added WAAPI-enabled waveform rendering to AkAudioEventSection Sequencer sections. See Level Sequencer for more information.
  • Exposed WAAPI to Blueprint. See WAAPI Blueprint Functions for more information.
  • Added WAAPI-enabled widgets for use in UMG. See WAAPI Widgets for more information.
  • WG-30009 Fixed: Added support for multiple listeners via Blueprint.
  • WG-30010 SetMultiplePositions is now exposed in Blueprint.
  • WG-33932 Removed the experimental alternate occlusion feature.
  • WG-35307 Added more configurations to the Set Bus Config Blueprint node.

Unreal Engine 4.17/4.18 - Wwise 2017.2.0.6500.836

  • Improved listener handling while in the Editor. See Editor Listener for more information.
  • Added a new WAAPI-enabled Wwise picker. See The WAAPI Picker for more information.
  • Improved Sequencer integration with scrubbing and 'play from anywhere' support. See Level Sequencer for more information.
  • Added WAAPI-enabled waveform rendering to AkAudioEventSection Sequencer sections. See Level Sequencer for more information.
  • Exposed WAAPI to Blueprint. See WAAPI Blueprint Functions for more information.
  • Added WAAPI-enabled widgets for use in UMG. See WAAPI Widgets for more information.
  • WG-30009 Fixed: Added support for multiple listeners via Blueprint.
  • WG-30010 Fixed: SetMultiplePositions is now exposed in Blueprint.
  • WG-33932 Fixed: Removed the experimental alternate occlusion feature.
  • WG-34745 Fixed: Reduced Lower Engine memory pool size on mobile platforms.
  • WG-34879 Fixed: Exposed the collision channel used for the occlusion line trace in AkComponent's properties.
  • WG-35104 Fixed: Fixed listeners to be properly handled in a multiplayer scenario.
  • WG-35307 Fixed: Added more configurations to the Set Bus Config Blueprint node.
  • WG-35614 Fixed: Removed coordinates conversion. See Migrating to the UE4.17/4.18 Wwise 2017.2.0 integration for more information.

Unreal Engine 4.15/4.16/4.17/4.18/4.19 - Wwise 2017.1.9.6501.856

  • No updates to the Unreal Integration for Wwise 2017.1.9.

Unreal Engine 4.15/4.16/4.17/4.18/4.19 - Wwise 2017.1.8.6488.843

  • LAUN-858 Fixed: Install both Visual Studio 2015 and 2017 Wwise SDKs in the Unreal project.

Unreal Engine 4.15/4.16/4.17/4.18 - Wwise 2017.1.7.6467.822

  • Added support for Unreal Engine 4.19.

Unreal Engine 4.15/4.16/4.17/4.18 - Wwise 2017.1.6.6446.801

  • WG-35044 Made the behavior of overlapping reverb volumes sharing the same Auxiliary Bus more deterministic.
  • WG-36446 Fixed: Crash when switching from map with SpatialAudioVolume to map without one.

Unreal Engine 4.15/4.16/4.17/4.18 - Wwise 2017.1.5.6429.783

  • WG-36016 Fixed error message about unknown game object ID when loading an empty map.
  • WG-36200 Fixed crash when running editor with -game flag.

Unreal Engine 4.15/4.16/4.17/4.18 - Wwise 2017.1.4.6407.760

  • WG-33333 Removed obsolete code that tried to handle global focus.
  • WG-34745 Reduced Lower Engine memory pool size on mobile platforms.
  • WG-34879 Exposed the collision channel used for occlusion line trace in AkComponent's properties.
  • WG-35035 Ensured setting the occlusion refresh interval to 0 from Blueprint correctly disables the feature.
  • WG-35104 In a multiplayer scenario, listeners are now properly handled.
  • WG-35463 Fixed: Portals not working on 32-bit platforms.
  • WG-35473 Now register game objects only when the world is valid.
  • WG-35614 Removed coordinates conversion. See migration_to_2017_1_4 for more information.

Unreal Engine 4.15/4.16/4.17/4.18 - Wwise 2017.1.3.6377.732

  • Added support for Unreal 4.18.
  • WG-35104 Fixed: Do not create a listener on a dedicated server.
  • WG-35272 Fixed: Added support for Android 64-bit builds.
  • WG-35286 Fixed: Avoid crash when having a Add Surface Reflector Set Component Blueprint node connected to nothing.

Unreal Engine 4.15/4.16/4.17 - Wwise 2017.1.3.6377.715

  • WG-34797 Undoing a surface deletion on a Spatial Audio Volume properly refreshes its details panel.
  • WG-34810 Late Reverb Component properties are now properly serialized.
  • WG-34878, WG-34906 Sounds are now properly spatialized in a Play in Editor session.
  • WG-34907 Performance improvement for FAkAudioDevice::Get().

Unreal Engine 4.15/4.16/4.17 - Wwise 2017.1.2.6361.696

  • WG-32413 Fixed: Cannot hear sounds in the Content Browser and the Animation Editor.
  • WG-33970 Fixed: (Mac) Crash when running game with PAK files.
  • WG-34030 Fixed: Properly update the details panel when a surface is removed from an AkSpatialAudioVolume.
  • WG-34083 Fixed: Refresh issue when changing a Spatial Audio Volume's geometry properties.
  • WG-34213 Fixed: Sounds can now be heard from the Content Browser and the Animation Editor.
  • WG-34222 Virtual Acoustics factory ShareSets now appear in the Wwise Picker.
  • WG-34276 Added ability to allow posted Events to continue playing past their associated sections within Level Sequences.
  • WG-34605 Fixed: Portals are not pushed to Wwise Spatial Audio when starting a game, in some circumstances.
  • WG-34630 Fixed: Crash when -nosound option is enabled.
  • WG-34703 Fixed: Prevent crash when modifying multiple SpatialAudioVolumes at the same time.
  • WG-34704 Fixed: Prevent crash when unregistering an AkComponent that is a default listener.
  • WG-34745 Fixed: Reduced lower engine memory pool size.

Unreal Engine 4.15/4.16/4.17 - Wwise 2017.1.1.6340.673

  • Added support for Unreal Engine 4.17
  • Since Unreal 4.17, the Unreal audio system needs to be disabled on the Xbox One and Switch platforms. Please refer to Frequently Asked Questions for more information.
  • WG-34098 (Mac) An AkComponent located at exactly the same position as a volume with an AkRoomComponent will be properly assigned to that room.
  • WG-34119 Fixed: Uninitialized listener ID value sent to SpatialAudio API via SetEmitterAuxSendValues.
  • WG-34368 Fixed: FAkAudioDevice::PostEventAtLocation does not register game object.
  • WG-34388 Fixed: Crash in Editor when resetting RTPC sequence name to default in Level Sequencer.

Unreal Engine 4.15/4.16 - Wwise 2017.1.0.6302.628

  • Added Spatial Audio components. See Spatial Audio Objects for more information.
  • WG-32095: Added support for Visual Studio 2017
  • WG-32388 Fixed: Properly parse Max attenuation radius when generating SoundBanks.

Unreal Engine 4.12/4.13/4.14/4.15/4.16 - Wwise 2016.2.4.6098.451

  • Added support for Unreal Engine 4.16
  • WG-31942 Fixed: Added support for Wwise file packages.
  • WG-33251 Fixed: Added missing include files when building non-Unity builds.

Unreal Engine 4.12/4.13/4.14/4.15 - Wwise 2016.2.3.6077.435

  • WG-32914 Fixed: Avoid potential deadlocks and crashes in the AK Unreal IO code in a packaged game.

Unreal Engine 4.12/4.13/4.14/4.15 - Wwise 2016.2.3.6077.422

  • WG-30020 Fixed: Allow possibility to dismiss the warning about missing Wwise project on editor startup.
  • WG-30695 Added support for the Switch platform.
  • WG-31076 Fixed: Marked all of the Wwise Blueprint nodes as BlueprintCosmetic to avoid running them on a dedicated server.
  • WG-31455 Added AkComponentCallbackManager. This allows better handling of required callbacks for an AkComponent, reducing concurrency risks.
  • WG-32046 Fixed: Add possibility to automatically start an AkAmbientSound on BeginPlay
  • WG-32490 Fixed: Deprecated level sequencer code
  • WG-32763 Fixed: Discontinued use of monolithic engine header files, like "Engine.h".
  • WG-32768 Fixed: Crash when loading large banks using EDL.
  • WG-32799 Fixed: Increased number of concurrent IO transfers in editor to speed up SoundBank loading.

Unreal Engine 4.12/4.13/4.14/4.15 - Wwise 2016.2.2.6022.371

  • WG-32464 Allow opening an existing project in UE4.15 on the Mac platform.

Unreal Engine 4.12/4.13/4.14/4.15 - Wwise 2016.2.2.6022.359

  • WG-31087 Added Level Sequence support.
  • WG-31687 Added Event Driven Loader support.
  • WG-31816 Added migration of Matinee tracks to Sequencer tracks.
  • WG-31924 Fixed: Editor crash when trying to post an Event on an AkComponent that is being auto-destroyed.
  • WG-32259 Fixed: Made AkComponent a Blueprintable component. Blueprint components can now use AkComponent as a base class.

Unreal Engine 4.12/4.13/4.14 - Wwise 2016.2.1.5995.317

  • WG-31588 Fixed: Make sure no sound is played on a dying actor.
  • WG-31590 Improved low-memory conditions related to callbacks.
  • WG-31860 Fixed: Remove warnings found by clang static code analysis.
  • WG-31876 Fixed: Allow relative paths for the Wwise install path.
  • WG-31888 Fixed: Potential crash on exit due to accessing deleted FString.

Unreal Engine 4.12/4.13/4.14 - Wwise 2016.2.0.5972.301

  • WG-31589 Fixed: Do not destroy a spawned component that is not set to auto-destroy and is failing to post an event.
  • WG-31678 Fixed: Streaming files can now be opened correctly.
  • WG-31771 Fixed: Avoid a crash when adding an AnimNotify_AkEvent to a playing animation.

Unreal Engine 4.12/4.13 - Wwise 2016.2.0.5972.274

  • WG-29980 Language-specific folders are now parsed to retrieve max attenuation values for Events.
  • WG-30448 Improved logging of AkComponent when attempting to post an invalid AkEvent.
  • WG-30491 Fixed: Make sure to stop sounds when ending a PIE session.
  • WG-31030 Fixed: Optimized FAkAudioDevice::Get().
  • WG-31040 Fixed: Memory leak in AkComponent when attempting to post an invalid AkEvent.
  • WG-31075 Fixed: Removed call to FAkAudioDevice::Get() from bank load callbacks in order to prevent crash in module manager.
  • WG-31186 Fixed: Prevent crash in AkComponentCallback by canceling Event callbacks when AkComponent gets destroyed.
  • WG-31204 Fixed: Memory leak when a spawned AkComponent failed to post its associated Event.
  • WG-31277 Fixed: Crash in editor when attempting to post an Event on a destroyed actor.

Unreal Engine 4.11/4.12/4.13 - Wwise 2016.1.3

  • WG-30993 Fixed: Remove explicit LoadLibrary on XAudio 2.7.
  • WG-31015 Fixed: Link with the Recorder plug-in.

Unreal Engine 4.11/4.12 - Wwise 2016.1.2

  • WG-30304 Fixed: "Unload stream level" no longer posts a global "Stop All" to the SoundEngine.
  • WG-30754 Fixed: FAkAudioDevice::PostEvent now always returns the playing ID.
  • WG-30804 Fixed: Removed dependencies on the Wwise SDK samples. The new IO system now uses Unreal IO utilities only.

Unreal Engine 4.11/4.12 - Wwise 2016.1.1

  • WG-29972 Fixed: Multiple potential threading issues with the auto-destroy behavior of the AkComponent.
  • WG-29979 Fixed: EndOfEvent callbacks are now always called.
  • WG-30004 Fixed: SetGameObjectOutputBusVolume is now exposed in Blueprints and AkAudioDevice.
  • WG-30404 Fixed: The attenuation scaling factor now properly works on AkComponents.
  • WG-30409 Fixed: It is now possible to decode Vorbis-encoded files.

Unreal Engine 4.12 - Wwise 2016.1

  • WG-29991 Added AkEvent String Input Field to AkAmbientSound.
  • WG-29997 Suppressed duplicate "LogAkAudio: StopAll API called" entries in the output log.
  • WG-30218 Fixed: Crash when connecting the Wwise Profiler to the Android platform.
  • WG-30255 Fixed: UE4 crash when adding key to Ak Event Track in Matinee.
  • WG-29991 Added AkEvent String Input Field to AkAmbientSound.
  • WG-29997 Suppressed duplicate "LogAkAudio: StopAll API called" entries in the output log.

Unreal Engine 4.11.2 - Wwise 2016.1

  • WG-29917 Fixed: Fixed a case where the attenuation radius of AkAmbientSounds did not show up in the Editor window.
  • WG-30000 Fixed: Changed meta properties of StartAllAmbientSounds and StopAllAmbientSounds.
  • WG-30012 Fixed: Integrated GitHub pull request #5. Show project supported platforms as "Available Platforms" in the "Generate Sound Banks" window.
  • WG-30014 Fixed: Fixed a crash when starting a Play in Editor session that uses a dedicated server.
  • WG-30031 Fixed: Removed usage of the World global pointer.
  • WG-30205 Fixed: On the Mac platform, the path may now contain spaces.

Unreal Engine 4.11 - Wwise 2015.1.7

  • UI-316 Fixed: Prevent a crash when starting a Play in Editor session with a dedicated server.
  • WG-29917 Fixed: Make sure the attenuation radius is visible in the Editor.
  • WG-29944 Fixed: Stop ambient sounds when stopping PIE session.

Unreal Engine 4.11 - Wwise 2015.1.6

Unreal Engine 4.10 - Wwise v2015.1.4

  • UI-265 Fixed: In the AnimNotifies, test the AkComponent's validity before using it. This reduces log spam when using UE with the -nosound option.
  • UI-270 Fixed: It is now possible to build in non-Unity mode.

Unreal Engine 4.9 - Wwise v2015.1.2

  • UI-249 Fixed: Avoid crashing when no Audio Playback device is available on Windows.
  • Added a "Spawn AkComponent at location" Blueprint node. See Spawn Ak Component at Location for more information.
  • Added support for the Mac Editor.
  • Added support for the Mac platform.
  • Added support for the iOS platform.
  • Added support for the Linux platform.

Unreal Engine 4.8 - Wwise v2015.1

  • Migrated the UE4.8 integration to Wwise 2015.1
  • Fixed a crash on Xbox One if the app manifest did not contain a definition for Wwise communication ports.

Unreal Engine 4.8 - Wwise v2014.1.5

  • UI-206 Fixed: Sounds with an attenuation can now be heard when an animation window is opened.
  • UI-212 Fixed: Added a "Load Init Bank" Blueprint node.
  • UI-213 Fixed: Added null checks in Blueprint nodes, preventing crashes.
  • UI-214 Fixed: No crash when saving an output capture to disk.
  • UI-215 Fixed: No issue with the Attenuation Scaling Factor of an AkComponent not being set when attached to an actor.
  • UI-217 Fixed: Made AkReverbVolume's collision settings visible in the details panel.
  • UI-220 Fixed: Fixed the occlusion fade behavior for sounds that a spawn occluded.
  • UI-223 Fixed: The gathering of the max attenuations for AkEvent does not halt when the parsing of one SoundBank fails.
  • UI-226 Fixed: SoundBank generation is now performed by the 32-bit WwiseCLI.exe when the 64-bit WwiseCLI.exe is missing.
  • UI-230 Fixed: Now using OnComponentDestroyed instead of FinishDestroy to unregister Wwise Game Objects, which had caused some Game Objects to be registered for too long.
  • UI-233 Fixed: Added validity checks on actors in the GetGameObjectID function.
  • UI-234 Fixed: Multiple viewports in the SetListener function are properly handled. This fixes a crash in AkAudioDevice.cpp.
  • UI-236 Fixed: The Location Type given to the GetAkComponent Blueprint node is properly handled.
  • UI-239 Fixed: No crash at engine shutdown as a result of the Bank Manager unloading SoundBanks that might already have been destroyed.
  • Added a "Follow" check box to the AnimNotify_AkEvent. Leaving it unchecked will post the AkEvent at a specific location, instead of attaching to the parent.
  • Added a new AnimNotify: AnimNotify_AkEventByName, allowing to post events using their name as a string.
  • Added Debugging tools to Blueprints. For more information, see Debug Blueprint Functions

Unreal Engine 4.7 - Wwise v2014.1.3

  • Added support for the Android platform.
  • Now including a new demonstration game, based on Epic's First Person Template. For more information, see Sample Game.
  • All Wwise Integration settings now have their page in the Unreal Project Settings window. No need to manually edit INI files anymore!
  • UI-157 Fixed: When generating the SoundBanks, add the Max Attenuation information to AkEvents. It can be retrieved via Blueprints.
  • UI-187 Fixed: Allow the preview of AkEvents from the Content Browser by pressing the space bar.
  • UI-188 Fixed: When an AkAmbientSound is about to be destroyed, cancel its event callback to avoid using a destroyed object in the callback.
  • UI-189 Fixed: Added an attenuation scaling factor to AkComponent, allowing to make each actor's attenuation radius unique.
  • UI-190 Fixed: Added a new Blueprint node that allows setting the exact list of loaded SoundBanks. For more information, see Load Banks
  • UI-193 Fixed: Get the UAkAudioEventFactory directly when creating UAkAudioEvents by Drag & Drop.
  • UI-194 Fixed: Optimized the finding of AkReverbVolumes at a location.
  • UI-195 Fixed: Added blueprint_actor_posteventbyname, features_blueprintcsoundbanks_loadbyname, and Unload Bank Blueprint nodes.
  • UI-196 Fixed: Added a configuration parameter for the maximum number of concurrent Reverb Volumes applied on a sound.
  • UI-201 Fixed: Added an UAkAudioEvent to AkComponent, to bring it in sync with Unreal's AudioComponent. An AkComponent can by added in a Blueprint via drag & drop of a UAkAudioEvent. An actor with an attached AkComponent will also show its attenuation radius in the Editor.
  • UI-204 Fixed: Added code to unload auto-loaded SoundBanks.
  • UI-205 Fixed: Don't post events in a world that does not allow audio playback.
  • UI-208 Fixed: Fixed a potential crash when generating SoundBanks.

Unreal Engine 4.6 - Wwise v2014.1.1

  • UI-183 Fixed: Use the debug SoundEngine libraries when UnrealBuildTool is configured to use the debug CRT libraries (bDebugBuildsActuallyUseDebugCRT = true).
  • UI-184 Fixed: Added a billboard component to AkComponent to make them visible in the Editor.
  • UI-186 Fixed: Allow drag & drop of .bnk files in the Content Browser to create UAkAudioBank assets.

Unreal Engine 4.5 - Wwise v2014.1

  • UI-172 Fixed: Resolved assert created by the AkReverbVolumeChannel collision channel.
  • UI-174 Fixed: Optimized the "Generate SoundBanks" window.
  • UI-175 Fixed: Added preprocessor guards to remove compilation errors on platforms not supported by this integration.

August 2014 - Wwise v2014.1

  • UI-166 Fixed: Auxiliary Bus properties are now applied on Ambient Sounds contained within Reverb Volumes.
  • Updated Wwise version to 2014.1. If you wish to keep on using 2013.2.x, see Frequently Asked Questions.

August 2014 - Wwise v2013.2.9

  • Added Japanese documentation.

July 2014 - Wwise v2013.2.9

  • Added a SwitchDemo map to the UnrealWwiseDemo sample game, demonstrating the use of switches.
  • UI-161 Fixed: Removed the duplicate AkComponent created when starting an ambient sound. This prevented the Stop Ambient Sound method from working.

June 2014 - Wwise v2013.2.8

  • UI-152 Fixed: Add SoundBanks and streamed files to the packaging process.

April 2014 - Wwise v2013.2.7

  • UI-149 Fixed: Set proper default values for AkReverbVolumes.

March 2014 - Wwise v2013.2.6

  • Visual Studio 2013 is now used by default. Please refer to the Requirements page for more details.
  • UI-146 Fixed: Fixed non-unity build compilation errors.
  • UI-147 Fixed:
    • Verify the SoundEngine is initialized in the AkComponent tick function;
    • Properly set the collision channel name for AkReverbVolumes;
    • Avoid loading banks in a commandlet;
    • Removed the automatic bank creation mechanism.
  • UI-148 Fixed: Use "Get Player Controller" in the RTPCDemo Blueprint to ensure sound keeps playing when transitioning between "Simulate" and "Possess" modes in Editor.

January 2014 - Wwise v2013.2.5

  • Added an example of AkAnimNotify in ShooterGame. It is located in the FPP_RifleReload animation.
  • UI-131 Fixed: Spatialized sounds are now audible in the Animation Editor: Added a second listener for the Animation Editor window, and routed game objects created in this window to the new listener.
    This fix changes the AnimNotify_AkEvent Blueprint. If you have made modifications to it, be sure to keep a backup before merging this integration.
  • UI-134 Fixed: Removed the input flag StopWhenOwnerDestroyed to GetAkComponent. It was unused and could create confusion. Added a SetStopWhenOwnerDestroyed method to the AkComponent.
  • UI-136 Fixed: Allow Wwise Authoring to communicate with an Xbox One application.
  • UI-137 Fixed: Make sure a temporary game object (created by "Post Event at Location") is subject to AAkReverbVolumes.
  • UI-138 Fixed: Prevent the Sound Engine from creating UE errors while running in a commandlet. This is a workaround. Maybe the Sound Engine should not be initialized at all.
  • UI-139 Fixed: Removed FMath::Abs on Z projection when setting listener position in SoundEngine (Unreal code has been left untouched). This allows upside down listeners.
  • UI-145 Fixed: Fixed an error in the AkComponent::SetRTPCValue method that prevented RTPCs from being properly applied.

December 2013 - Wwise v2013.2.4

  • Unreal Wwise integration now officially supports PS4 and Xbox One platforms!
  • Added platform selection to bank generation dialog box.
  • Added bank generation dialog box to build menu.
  • LinkedProject configuration parameter has been moved from Engine/Config/BaseEditor.ini to <Your Game>/Config/DefaultGame.ini.
  • Added simple occlusion support.
  • Fixed a crash when getting the UAkComponent from another component which has no owner.
  • UI-130 Fixed: Fixed performance issues with the UAkComponent::UpdateAkReverbVolumeList method.
  • UI-130 Fixed: Added a flag to the UAkComponent specifying if it is influenced by reverb volumes.
  • UI-132 Fixed: Prevent UAkComponents from ticking on server configurations.
  • UI-135 Fixed: Expose RTPC interpolation time.

October 2013 - Wwise v2013.2.1

  • Added bank generation for PlayStation4 and Xbox One.
  • Added AkReverbVolume, allowing for mapping a volume in space to a Wwise auxiliary bus.
  • UI-128 Fixed: Implemented asynchronous IO access.

September 2013 - Wwise v2013.2.1

  • Fixed build settings for Visual Studio 2012.
  • Fixed UEngine::UseSound() returning false when only AkAudioDevice is present.
  • Fixed crash in UAkComponent::PostAkEvent with null event.
  • Fixed game object position with static actor.

August 2013 - Wwise v2013.2

  • Fixed confusion between Actor, AkComponent, the Wwise game object and their respective lifespans:
    • AkComponent follows attachment semantics of Epic's AudioComponent. AkComponents are re-used when all attachment parameters match.
    • AkGameplayStatics contains global helpers targetting Actors for easy use in blueprints.
  • Fixed missing Events and Banks in SoundBank Definition File.
  • Fixed game object names in Wwise Profiler.
  • Generating SoundBanks now triggers a refresh of loaded banks.
  • Set RTPC Value global helper now supports setting a Game Parameter at global scope (no Actor target).

July 2013 - Wwise v2013.1.1

  • Added message box in case of error during SoundBank Generation.
  • New, distinct colors for Audiokinetic Event and Audiokinetic Bank asset types in the Content Browser.
  • Fixed compilation on Xbox One and PS4 platforms.
  • Fixed issue with AnimNotify_AkEvent using the wrong type.
  • Fixed update of AkComponent Game Object position.

June 2013 - Wwise v2013.1.1

  • Added DebugGame build configuration support.
  • Partial Wwise SDK now included to help setting up the integration.
  • Fixed xaudio2/mmdev DLL unload issues in Windows 64-bit build.
  • Stopped matinee movie from playing in demomap - was preventing user input from working.
  • Fixed AkAudioDevice listener position update in FLevelEditorViewportClient::UpdateAudioListener.
  • Changed the AudioDeviceModuleName default value to XAudio2 on the windows platform.

May 2013 - Wwise v2013.1.1

  • Introduced doxygen documentation.
  • Now building using Wwise 2013.1.1 build 4677.

March 2013 - Wwise v2013.1

  • Now building using Wwise 2013.1 beta build 4609.
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