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0 votes

Hi everyone,

I'm working on a music-driven game where we’d like to analyze audio and trigger visuals based on frequency and amplitude—similar to a spectrogram.

Initially, we thought it would be possible to route audio from Wwise into a UE Submix, and then use that in a Niagara system with the spectrogram feature. However, it seems that routing audio directly from Wwise into a UE Submix isn’t supported. Could anyone confirm this?

As a workaround, we’re considering splitting the main music track into a few frequency bands—so we'd have three separate tracks, each covering a different frequency range. We’d then apply a meter to each one and read the RTPC values from UE. This way, we could at least get a rough frequency analysis using three bands.

What do you think? Is there a better approach for this? Any comments or recommendations are greatly appreciated.

Thank you!

in General Discussion by Lg G. (130 points)

1 Answer

+1 vote
 
Best answer

Hi Lg G.,

I can confirm that it is not possible to route Wwise audio output to a UE Submix. As documented in the Combining Unreal and Wwise Audio with AudioLink page, Unreal audio can go to Wwise but not the opposite.

I think your approach of splitting your music by frequency makes sense. We are used to seeing people use the Parametric EQ to filter sub-bands followed by a Wwise Meter to get a similar result instead of separating frequencies at the source, as you are considering.

Keep an eye out for the Wwise 2025.1 beta, which will be available in a few months. Great improvements on this topic are coming your way!

by Guillaume R. (Audiokinetic) (11.6k points)
selected by Alessandro Famà
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