Community Q&A

Welcome to Audiokinetic’s community-driven Q&A forum. This is the place where Wwise and Strata users help each other out. For direct help from our team, please use the Support Tickets page. To report a bug, use the Bug Report option in the Audiokinetic Launcher. (Note that Bug Reports submitted to the Q&A forum will be rejected. Using our dedicated Bug Report system ensures your report is seen by the right people and has the best chance of being fixed.)

To get the best answers quickly, follow these tips when posting a question:

  • Be Specific: What are you trying to achieve, or what specific issue are you running into?
  • Include Key Details: Include details like your Wwise and game engine versions, operating system, etc.
  • Explain What You've Tried: Let others know what troubleshooting steps you've already taken.
  • Focus on the Facts: Describe the technical facts of your issue. Focusing on the problem helps others find a solution quickly.

0 votes
Q: "Are we able to store auto defined soundbanks outside of the Wwise project directory?"
in Beta Feedback by Damian K. (530 points)

1 Answer

+1 vote

You cannot have two distinct paths for Auto Defined SoundBanks and User Defined SoundBanks. They will stay in the same hierarchy. However, the Generated SoundBanks folder itself, as well as every single platform, can be located wherever you want on your storage device.

It's definitely recommended you create your own hierarchy that suits your needs. For example, considering a very big project using Perforce and a Workspace with exclusions, and a lot of custom platform files (audio and not), you might have the following hierarchy:

/Project
/Project/Audio/Wwise
/Project/Audio/Wwise/Project.wproj
/Project/UE
/Project/UE/Contents
/Project/UE/Audio (your new Generated SoundBanks root path - mandatory - you need the ProjectInfo.json file in it. Path in your Wwise project is ../../UE/Audio)
/Project/Platforms
/Project/Platforms/Android
/Project/Platforms/Android/Audio (path for this platform would be generated at ../../Platforms/Android/Audio in your Wwise project)
/Project/Platforms/Mac
/Project/Platforms/Mac/Audio (path for this platform would be generated at ../../Platforms/Mac/Audio in your Wwise project)
/Project/Platforms/Windows
/Project/Platforms/Windows/Audio (path for this platform would be generated at ../../Platforms/Windows/Audio in your Wwise project)

Using such structure allows every developer to retrieve the Mandatory "Generated" platform for your Unreal by default, and blank out all the optional platforms unless you actually need them. The root for the Generated SoundBanks folder is written in the UE project, but it can be anywhere too, as long as the ProjectInfo.json file is located.

Might not be recommended, you need to explore according to your own needs, and such solution is harder to maintain and figure out at a glance than a basic one... but it's now a possibility.

by Michel D. (510 points)
...