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UE4 + Wwise: Including AK headers in source code

0 votes

Hi
I’m currently working with the UE4 ShooterGame example (UE4.12.5) and implementing the sound using the Wwise integration (2015.1.9 build 5624).
So far I’ve been able to implement everything using mostly Blueprints but since the weapon sounds are hard-coded, I’m trying to make the parameters exposed in the editor accept Wwise Event calls instead of SoundCues - or make the events callable from Blueprints.

To do this, I need to include at least the AkAudioEvent (and AkComponent) header in ShooterWeapon.h but I keep getting compiler errors saying that 'AkAudioEvent.h.generated' could not be found. This file is included by AkAudioEvent.h and should be generated by UE. 

I've spent the last couple of days searching the UE and AK forums and trying all kinds of suggestions but nothing seems to be working.

Some of the things I've tried so far:

  • Adding AkAudio as a public dependency in the build.cs file as well as its path (also tried adding as private dependencies)
  • Rebuilding the project in Xcode (I'm on a mac)
  • Generating/Refreshing the Xcode project in UE
  • Trying different paths and moving things around
  • Running the GenerateProjectFiles.command file which gives me an error saying that some files appear to be missing (I guess this has something to do with installing the engine from the Epic Launcher instead of building it from source code, and shouldn't be related to my problem?)

Does anyone have experience with calling Ak Events from source code?

Thanks!

 

asked Oct 3, 2017 in General Discussion by Emil S. (100 points)
edited Oct 5, 2017 by Emil S.

1 Answer

0 votes
Within Wwise go to Project/Project Settings/SoundBanks/ and make sure to check 'Generate Header File'. After that make sure that the generated header file's path is in the right directory where your source is.
answered Oct 7, 2017 by Deepak Chennakkadan (1,830 points)
Thanks Deepak! I found a workaround by creating new C++ functions and just using them to call the Ak Events within Blueprint.
I remember checking the 'Generate Header File' option but for some reason it is unchecked now. Haven't tested it yet but that was likely the problem. Thanks again.
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