Community Q&A

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Audiokinetic's Community Q&A is the forum where Wwise users ask and answer questions within the Wwise community. If you would like to get an answer from Audiokinetic's Technical support team, make sure you use the Support Tickets page.

How to start programming in the Wwise Unreal integration? (C++)

0 votes
I have been reading the documentation about the Wwise Unreal integration and I don't know how to get started. Is WAAPI the only way Wwise communicates with Unreal? I have seen the sample projects but I don't know if I can use the Audiokinetic library in a normal C++ class in unreal.

I want to preload a track and store the position of the custom cues that are on the track. That way I will know when a custom cue will come in advance. I don't think there is a way of doing it through blueprints so code is my next step. I just don't know where I can implement the code.
asked Jun 11 in General Discussion by Rodrigo R. (110 points)

1 Answer

0 votes
There's a Wwise plugin that launcher will install into your project. It's a normal UE plugin, so you can modify its source there. It serves as its own example -- there are functions exposed to blueprint that you can use as patterns for your own use, for example.  Depends on how familiar you are with UE,though. If you can create your own code plugin with blueprint-exposed functions, you should be in good shape. Otherwise, I'd find a tutorial in that online first.
answered Jun 15 by Peter L. (180 points)