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secondary outputs ue4 wwise

0 votes
Hi,

 

I am trying to  have multiple Sound outputs in Unreal. Now my current implementation of Wwise in Unreal is pretty basic and relies on just using your Blueprints to attach to Events on our custom objects.
Looking up secondary Outputs in the documentation shows code that's meant for a direct C++ implementation and not unreal it seems (from the use of wchar_t at least).
So I'm guessing multiple outputs should be possible with Blueprints in Unreal instead, although I can't really see how.
I'm also not sure what the intended use of the AK Unreal components is, it seems to fill both the role of emitter and listener?
Also rn a listener seems to be auto generated, can I prevent this? Or does this not happen When I manually set a listener anyway?
Can you give me an outline how a manual setup of multiple outputs would look like in Unreal? At the moment I'm not even sure If I am supposed to
do anything in code or if this is implementation is supposed to be blueprint only.

 

Thanks in advance!
asked Feb 5 in General Discussion by Patrycja p. (150 points)

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