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Advice on integrating Wwise with Perforce and Unreal

0 votes
How do I make Wwise work on multiple pc's in Unreal without having to install Wwise on every pc knowing that the unreal project is on a perforce server?

 

My teams modeller was having issues playing the audio events for some reason, after installing Wwise on his pc and generating soundbanks from within Wwise and generating sound banks from within Unreal fixed things up. I'm positive that there is an easier way to make the Wwise integration in unreal much easier but I can't seem to make it work. I've been trying with this for a while now and still did not come up with good results. I just want my modellers to generate sound banks from within Unreal and continue working on our project without concerning themselves with opening Wwise and generating sound banks from there and doing all of that.

 

Any idea on how to make the process easier for my modellers? Thanks.
asked Nov 17, 2016 in General Discussion by Ahmad H. (100 points)

1 Answer

+1 vote
If you're using Perforce, why not submit new soundbanks when you submit your other changes? That way your team just needs to get the latest soundbanks, and they don't have to touch Wwise.
answered Nov 21, 2016 by Ian S. (2,060 points)
^ my team and I are also Using Wwise and Perforce. What I do is I check out the .wem files and the .bnk/.xml etc files when I generate sound banks on my machine. I then push those changes onto perforce. My team never has to generate sound banks/does not have play issues. Some of them don't even have wwise on their PCs In fact I generate all of my banks from within UE4 it self.
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