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Loading sound banks in UE 4

+1 vote

How can I load banks in UE4? I can't drag and drop them directly from wwise as shown in a video tutorial, can't do it manually - UE4 just can't see them.

It's integrated, I can create specific wwise assets in content browser and in blueprints, drag&drop events to content browser works great, but I don't what to do with sound banks. And remote connections can't work as well.


Thank you!

Marcin Sobczak
asked Sep 8, 2014 in General Discussion by Marcin S. (280 points)

1 Answer

–2 votes
Best answer

In UE4, SoundBank creation and management is done within the Unreal Editor. Here is the typical workflow to hear a sound in your game:

  1. Drag & Drop an event from Wwise to the content browser
  2. Use this event in your game (in Blueprints, by placing it in a scene, etc.)
  3. In the content browser, create a new AkBank Game Object, and give it the name you want.
  4. In the content browser, double-click the event you created in step 1. In the window that pops up, choose the bank you created in step 3.
  5. From the build sub-menu, select "Generate SoundBanks"
  6. Play your game

You should hear the sound associated to your event. Note that multiple events can reference the same SoundBank. For more workflow hints, you can refer to the help file, under section "Wwise Unreal Integration > Using the Integration > Workflow"

answered Sep 8, 2014 by Benoit S. (Audiokinetic) (16,000 points)
selected Oct 8, 2014 by Claude B. (Audiokinetic)
Thank you very much!

Even if this is the normal flow to work with SoundBanks in UE4, is there any way to actually import Wwise created SoundBanks into UE4 without the need of manually assigning events into banks into the editor?

The reason I'm asking this is because editing sound banks on Wwise is much simpler, you have more info (i.e. data size), and you have more information if any error occurs during the generation process.

Thanks in advance