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How do I register a custom build PureData patch for Wwise so that it works when triggered by Unreal?

0 votes
So i've built a PureData patch that can generate fireball sounds in real-time, this has then been compiling through Heavy (by Enzien Audio) and installed into Wwise (Version 2016.1.0.5775). The plugin works perfectly in my Wwise project, however when i switch on Remote Connections to test the triggers i've set up in Unreal 4.12, i just get a "plugin not registered" message and no sound is played at all. Wondering if there's a step by step work around for this?

Is there something i need to add to the Wwise-Unreal integration plug-in?

Also i'm working on Mac if that makes a difference.
asked Sep 14, 2016 in General Discussion by Douglas W. (100 points)

1 Answer

0 votes

I am having the same problem

I am currently learing to use Pure Data patches with Unreal Engine via Wwise. 

I am trying to trigger my PD patch in Unreal Engine but it will not work. I can trigger it inside Wwise and it works fine. I can also trigger the Wwise Synth One and change its parameters without problems inside Unreal Engine. 

I guess it has something to do with using a PD patch in Unreal Engine that doesnt work? Is there any way of getting a quick tutorial on how to make it work? Or maybe a pointer to what I need to figure out to make it work? Any help is MUCH appreaciated.

answered Mar 3, 2017 by Marius I. (140 points)
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