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Unreal integration behaviour in new 2022.1.8.8316

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Hi all,

I'm trying to get Wwise integrated with Unreal 5.3 which my academic institution has installed (I was hoping for / expecting 5.2, so this is a little fraught!). I notice that using the Wwise browser is a new interface/experience. After experimentation and no successful outcome based on my prior knowledge in teaching the software, I made a new sample project (unreal first person template, blank generated Wwise project), integrated Wwise, and followed the steps as outlined in the quickstart guide here. This does not result in sound playback. The instructions are unclear, or incomplete, or the there is a bug.

What further steps are required to get sound to work? I managed it eventually through a long process of trial and error, but I need to create clear stepwise instruction, and I'm unclear as to the next step.

 

The exact steps I took, to be clear:

  1. Created a new Unreal project using the 1st person template
  2. Closed the project, and then used the Wwise launcher to integrate version 2022.1.8.8316, opting to create a blank Wwise project
  3. Opened both projects, imported a simple sound into the default WU, created an event for this sound, and used Wwise project settings to enable "Auto-defined soundbanks"
  4. Used the soundbank layout to generate the auto-defined soundbanks that were shown using "generate all"
  5. Used Unreal project settings in Wwise integration settings to set the Root Output Path as "GeneratedSoundBanks" folder within Wwise project directory
  6. Wwise browser within Unreal shows content (expandable "Events" and "Busses" folders) but my sound is yellow and unplayable (uasset missing?)
  7. There are no generated events to use in the Content browser
  8. Attempts to rectify don't seem to work. "Reconcile selected" does create the uasset file, but it is not playable in the content browser:
    (LogAkAudio: Warning: Failed to post AkAudioEvent: Data for 'Play_pop' wasn't found. Make sure the GeneratedSoundBanks folder (D:/Prog/Unreal/WwiseTest3/WwiseTest3_WwiseProject/GeneratedSoundBanks/) exists and is properly set in the project settings.)
  9. "Generate soundbanks" within Unreal's Wwise browser removes the Uasset and the entry for the sound in the browser list!

I have worked out that saving the Wwise project, generating the bank in Wwise, and then subsequently generating the bank within Unreal does give sound. Is this the intended workflow? It's very cumbersome. Is the intention for the Unreal project to now use Wwise banks generated within Wwise? If so, what is the need for the further generation step in Unreal?

If I make a change that I want to use over in Unreal, I have to import the sound, save the project, generate soundbanks in Unreal, Reconcile the changes, then rebuild the soundbanks again in Unreal. Is this the intended procedure?

Apologies, confused!

Thanks,

Lee Davison
Solent University

asked Oct 4, 2023 in General Discussion by Lee D. (140 points)

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