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0 votes
Hey everyone,

 

I have the Wwise Plugin installed for UE4 and was wondering how do I get the radius to view for an AKAmbientSound like it does for an UE4 AmbientSound?

I have also tried to generate the SoundBank metadata files in my Wwise project.
 

Thank you very much

-Jeff
in General Discussion by Jeff Brilhante (280 points)
edited by Jeff Brilhante

1 Answer

0 votes
 
Best answer
Hey,

The solution is here:

https://www.audiokinetic.com/qa/1405/ue4-project-audio-spheres-from-events-dragged-into-the-scene

 You might have to reopen your project file to get this to work (I did).

The screenshot below is from the Wwise Demo for UE4 - it shows how you can draw debug spheres on the audio files based on the attenuation.

One thing to keep in mind is that it seems Wwise likes for you to save your Wwise project before geenrating the files in Wwise and then generating them in UE4. You'll know it's worked because you'll see the spheres changing shape and they'll match one another between PIE and the Editor.

 

Last tip (lol): try out the Set Audio Listener Override functino in UE4 BP - if you're using occlusion, you may find it kicking in when the player mesh turns away from a sound source. I attach to the boom or camera.

:)
by Ashleigh A. (490 points)
selected by Jeff Brilhante
Hey Ashleigh,

Thanks for commenting! I have actually tried this all in the past and it did not work, I event tried it again just to see if I was missing something. In the end Benoit from AK tweeted "something was broken during the migration to a plugin. Our next release will fix this" so it looks like this will be fixed in next update :D

Thank you for commenting !
-Jeff
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