Initial Setup
Initialization settings
IMPORTANT: All settings related to the Wwise Integration can be found in the Unreal Project Settings, under the Wwise section of the plug-ins section.
- Max Simultaneous Reverb Volumes The maximum number of Ak Reverb Volumes that can affect a sound. Setting this to zero disables all Ak Reverb Volumes in game.
- Wwise Windows Installation Path
The location of the Wwise Authoring Application on your Windows development machine. This option will need to be updated when a new version of the Wwise Authoring Application is required by the integration changes.
- Wwise Mac Installation Path
The location of the Wwise Authoring Application on your Mac OS X development machine. This option will need to be updated when a new version of the Wwise Authoring Application is required by the integration changes.
- Wwise Project Path
The location of the Wwise project for the UE4 game. The Wwise integration requires this path to create the Wwise assets required for the game using the Generate SoundBanks function within the Unreal Content Browser (or Build menu). This path is relative to the editor's executable directory (usually<UE4_installation_directory>/Engine/Binaries/Win64
), as given byFPlatformProcess::BaseDir()
in the Unreal Engine.
If these paths are not correctly set, Unreal will fail to generate the Wwise SoundBanks required for the game.
Initializing the SoundEngine
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. This is also where plug-ins can be registered. To use a licensed plug-in, uncomment the corresponding line of code right after the call to AK::SoundEngine::RegisterAllBuiltInPlugins()
.
For more information on SoundEngine initialization, refer to the Initialize the Different Modules of the Sound Engine section in the Wwise SDK documentation.
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