Version

menu_open
Wwise SDK 2019.1.11
Wwise Authoring API Examples Index

Refer to Using the Wwise Authoring API (WAAPI) for more information about WAAPI.

Examples

Adding an object to the inclusion list
Adds an object to the SoundBank's inclusion list. The 'media' filter is left out.

Assign a Switch Container's child to a State
Equivalent to dragging a child of a Switch Group to a State listed in the Assigned Objects view.

Assignments of a Switch Container
Get the list of assignments for a Switch Container.

Beginning an undo group
Begins an undo group.

Bringing the currently connected Wwise to foreground
Brings the currently connected Wwise to the foreground.

Canceling an undo group
Cancels an undo group.

Checking if a property is enabled
Checks if a property is enabled.

Clearing the inclusion list
The SoundBank's inclusion list is cleared via the 'replace' operation and an empty 'inclusions' list.

Closing the current project
Closes the currently opened project.

Connecting to Cube
Connects to a game named Cube on the same computer.

Copy an object to the given parent
Copies object specified by the "object" ID and makes that copy a child of "parent". The object will be renamed if "parent" already contains a child with the same name.

Create a Play Event on a Sound
Create an event called 'Play_SFX' under the virtual folder 'WAAPI', with Play action on the SFX sound object.

Create a Random Container with 2 sound objects
Create a Random Container called 'Boom' under the specified parent, with two Sound objects 'A' and 'B'.

Create a Sound object
Create a new Sound object called 'Boom' under the specified parent.

Create a virtual folder
Create a new virtual folder called 'Guns' under the default work unit. If a folder with the same name already exists, it will automatically find a unique name.

Creating a transport object
Creates a transport object for a given Wwise object.

Defining an attenuation curve of an object
Defines the "object"'s attenuation curve for "curveType" by setting a serie of "points".

Deleting an object by GUID
Deletes the object specified by GUID.

Deleting an object by path
Deletes the MyTone object specified by its path.

Destroying a transport object
Destroys the given transport object.

Disconnecting from a game
Disconnect from the currently connected game or process.

Edit in Visual Studio Code
Registering a command that's shown in a new Extra menu.

Edit in Wavosaur
Registering a command that's shown in the contextual menu only

Ending an undo group
Ends an undo group.

Executing a command not requiring the object's parameter
Executes the "ResetAllMutes" command.

Executing a command requiring the object's parameter
Executes "ConvertCurrentPlatform" on objects defined by "objects" GUID's.

Find and Select objects in Project Explorer
Finds the specified objects in the Project Explorer view (sync group 1), and select them.

Get a single selected object
Retrieves the GUID of the selected object

Get a transport object's State
Gets the State of the given transport object.

Get all objects containing a sound object
Retrieves the id of objects with at least one child being a sound object. Duplicates are filtered out using the "distinct" transform.

Get all platforms
Retrieves the platform ids and names.

Get an object's name
Retrieves the object's name property.

Get peaks across channels
Get peaks for an audio source object.

Get peaks across channels
Get peaks for an audio source object (within the trimmed region).

Get peaks per channel
Get peaks for an audio source object.

Get peaks per channel
Get peaks for an audio source object (within the trimmed region).

Get the descendant objects matching a filter
From all descendants in the Actor-Mixer Hierarchy, return the objects whose names start with 'My'. This uses the regular expression '^my'.

Get the output bus being used
Uses the double @ to access the output bus reference using the source of override. It will use the override parent values to determine the source of override.

Get the project name, path, and dirty state.
Retrieves the project name, file path, and dirty state. Note that the project name is defined in the WPROJ MXL, and may not match the filename. For using WAAPI on Mac, please refer to Using WAAPI on Mac .

Get the properties and references of an object
Uses the property accessor @ to get the voice volume and the output bus of an object.

Getting an attenuation curve of an object
Gets the "curve" from an object specified by "object"

Getting available consoles
Gets the available console for the connected sound engine.

Getting information about Wwise
Gets information about the currently connected Wwise.

Getting the connection status
Retrieves the current connection status. In this example, Wwise is connected to the Integration Demo.

Getting the list of all object types
Retrieves the list of all object types.

Importing a new SFX and setting a value to a property
Creates a new SFX under "objectPath", setting its volume attribute to 1.

Importing an audio file
Imports an audio file from a tab-delimited file

Importing audio files to SFXs WwiseObjects
Imports files specified by "audioFile" into "objectPath"

Launching a stop Action on Event
Executes a Stop Action for the given Event, fading out with a 5 s log1 Curve.

Move an object to a new parent
Moves object "id" and makes it a child of "parent". The object will fail if "parent" already contains a child with the same name.

Move an object to a parent containing a child of the same name
Moves object "id" and makes it a child of "parent". The object will be renamed if "parent" already contains a child with the same name.

Open a project
Opens the .wproj project specified in by path.

Play a transport object
Plays the given transport object.

Posting a Trigger by GUID
Posts the specified "trigger" by GUID to be applied on "gameObject".

Posting a Trigger by name
Posts the specified "trigger" by name to be applied on "gameObject".

Posting an Event by name
Posts an Event to the sound engine using the Event's name.

Posting an Event by object GUID
Posts an Event to the sound engine using the Event's GUID.

Posting an Event by short ID
Posts an Event to the sound engine using the Event's short ID.

Programless registration
Registers a command that has no program. Typically used as a callback in Waapi. Simplest example.

Query bus names at a point in time
Query the bus in the current capture session at 30 secs (30'000 milliseconds).

Query game object properties of voices from the Capture Time Cursor
Specify the Capture Time Cursor as a time to query the voices at the latest time of the capture session when the call is processed.

Query sound names at a point in time
Query the voices in the current capture session at 30 secs (30'000 milliseconds).

Registering a game object
Registers the "MyGameObjectName" game object.

Remove an assignment from a Switch Container
Equivalent to select and delete a child assigned to a State in the Assigned Objects view.

Renaming a WwiseObject
Renames the object specified by "object" to "value".

Resetting an RTPC value using its GUID
Resets the value of "rtpc", using its GUID, to default for "gameObject".

Resetting an RTPC value using its name
Resets the value of "rtpc", using its name, to default for "gameObject".

Retrieve the SoundBank log
Use the channel 'soundbankGenerate' to retrieve the latest SoundBank generation log.

Retrieving a SoundBank's inclusion list
Gets a SoundBank's inclusion list.

Retrieving information about an object property
Retrieves information about an object property.

Retrieving the list of property and reference names of an object
Retrieves the list of property and reference names of an object.

Retrieving the list of transport objects
Retrieves the list of transport objects.

Saving the current project
Saves the currently opened project.

Search objects
Search objects with 'gun' in the name.

Search objects of a certain category
Retrieves the id and name of objects with "Tone" in their text properties and filters the result to retrieve only those within the category "AudioObjects".

Search objects of a certain type
Retrieves the id, name and notes of objects with "Tone" in their text properties and filters the result to retrieve only those of type "Sound". Refer to Wwise Objects Reference for the types available.

Seeking to 35% of duration
Seeks on "gameObject" referenced in the Play Action of "event" at 35% of the duration.

Seeking to position 1 s
Seeks on "gameObject" referenced in the Play Action of "event" at 1 second.

Sending a message to the profiler
Sends the "message" to the profiler.

Setting a list of listeners for a game object
Sets "listeners" as the list of active listeners for "gameObject".

Setting an RTPC value using its GUID
Sets the value of "rtpc", using its GUID, to "value" for "gameObject".

Setting an RTPC value using its name
Sets the value of "rtpc", using its name, to "value" for "gameObject".

Setting an object reference
Set the Output Bus on the specified object.

Setting multiple positions for a game object
Sets "gameObject" to multiple positions, as defined in "positions", to simulate multiple sources for one playing sound.

Setting the Auxiliary Busses for a game object
Sets the Auxiliary Busses of "emitter" for "listener"s specifying the bus name and value for each.

Setting the Switch Group to another State using names
Sets "switchGroup" to the "switchState" for "gameObject".

Setting the Switch Group to another State using short IDs
Sets "switchGroup" to the "switchState" for "gameObject".

Setting the Volume randomizer values of a Sound object
Sets the randomizer attributes corresponding to the "Volume" property of the object defined by "object".

Setting the emitter's output bus volume for the listener
Amplifies the output bus volume of emitter for listener by using the multiplier control value.

Setting the list of default listeners
Sets "listeners" as the list of default listeners.

Setting the listener spatialization
Sets the spatialization for "listener" using "volumeOffsets" to pan to the left.

Setting the notes of an object
Sets the notes of the object defined by "object".

Setting the obstruction and occlusion level of a game object
Sets the "emitter"'s "obstructionLevel" and "occlusionLevel" for the "listener".

Setting the position of a game object
Sets the position of "gameObject" to "position/position" with the provided orientation.

Setting the scaling factor of a game object
Sets the scaling factor of "gameObject" to "attenuationScalingFactor" (200%).

Setting the value of a specified property
Sets the "Volume" property of the object defined by "object" to "Value".

Stop all transport objects
Stops all transport objects.

Stopping a current content playing
Stops the content, specified by "playingId", by using "transitionDuration" with a Linear Curve.

Stopping a currently playing content
Stops playing all the content associated with "gameObject".

Toggle playback (pause / resume) on a transport object
Toggles playback (pause / resume) on the given transport object.

Toggle playback (play / stop) on a transport object
Toggles playback (play / stop) on the given transport object.

Unregister commands
Unregisters everything from the ak.wwise.ui.commands.register examples.

Unregistering a game object
Unregisters "gameObject".


Was this page helpful?

Need Support?

Questions? Problems? Need more info? Contact us, and we can help!

Visit our Support page

Tell us about your project. We're here to help.

Register your project and we'll help you get started with no strings attached!

Get started with Wwise