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Note: All settings related to the Wwise Integration can be found in the Unreal Project Settings, under the Wwise section of the plug-ins section. |
<UE4_installation_directory>/Engine/Binaries/Win64
), as given by FPlatformProcess::BaseDir()
in the Unreal Engine.If these paths are not correctly set, Unreal will fail to generate the Wwise SoundBanks required for the game.
The SoundEngine initialization steps are performed in the FAkAudioDevice::EnsureInitialized()
method. In this method, the memory, streaming, IO, sound engine, platform, music engine, and communication settings can be configured.
Plug-ins can be registered by including their associated plug-in factory header file in .../Plugins/Wwise/Source/AkAudio/Private/AkAudioDevice.cpp
under the line saying: // Add additional plug-ins here.
Linking against a plug-in's library can be done by adding a call to the AddWwiseLib()
function for the plug-in in .../Plugins/Wwise/Source/AkAudio/AkAudio.Build.cs
, near the other plug-ins. Once this is complete, the UE4 game project will have to be rebuilt from its Visual Studio solution or Xcode workspace.
Please note that a limitation in Unreal Engine 4 prevents rebuilding an Unreal plug-in from a Content-only (Blueprint) project. Therefore, third-party Wwise DSP plug-ins are not available in a Content-only (Blueprint) project, as this method requires rebuilding the Wwise Unreal plug-in.
For more information on SoundEngine initialization, refer to the Initialize the Different Modules of the Sound Engine section in the Wwise SDK documentation.