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0 投票

Hi everyone,

I'm working on a team Unreal Engine project that already uses Wwise for audio implementation. When I explore the Unreal project folder, I can only find the generated SoundBanks, but I don’t see any of the original raw audio files (like WAVs or source SFX).

I'm trying to push a proper Wwise integration update for the team, but without access to the original audio assets, I'm unsure how to proceed.

  • Is it normal for the raw audio files not to appear in the Unreal project folder?

  • Where are these typically stored in a Wwise-integrated Unreal project?

Any guidance on how to handle this situation properly in a collaborative environment would be greatly appreciated.

Thanks!

分类:General Discussion | 用户: ibrahim k. (130 分)

2 个回答

0 投票
Hi,

It is not mandatory for the Wwise project to be within the Unreal Content folder. Unreal doesn't care about raw wav assets, only what about generated audio (your soundbanks output folder) so it's perfectly normal to not see the raw wav under the UE structure.

Raw files are stored within the Originals folder of your Wwise project. If you want to update the Wwise/UE integration you shouldn't even need to edit the Wwise project, the files within the Plugins folder of the UE project would be affected.

Hope that helps!
用户: Félix Tiévant (280 分)
0 投票
 
已采纳

Hi Ibrahim,

What you're seeing is actually expected behavior in a Wwise-integrated Unreal Engine project.

In a typical Wwise workflow, the raw audio files (like WAVs) are not stored in the Unreal project folder. Instead, they live within the Wwise project directory, usually under something like: <WwiseProject>/Originals/. When you generate SoundBanks, Wwise converts the original audio assets into platform-specific, compressed media files along with accompanying metadata (for more details, see: Generating SoundBanks for a project). These are the files that get imported into Unreal and used at runtime.

Unreal doesn’t reference the raw audio directly it only uses the compiled SoundBank content provided by Wwise (simplified).
So, if you're trying to update the Wwise integration or modify audio content, you'll need access to the entire Wwise project, including the Originals/ folder and the .wproj file.

If you're working in a team environment, I recommend:

  • Checking with your audio team to locate the Wwise project folder.
  • Making sure the Originals/ directory is included in version control.
  • Ensuring everyone has the same version of the Wwise project to avoid compatibility issues when generating or modifying SoundBanks.
用户: Alessandro Famà (6.2k 分)
采纳于 用户:Guillaume R. (Audiokinetic)
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