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@santiagobranda6445
@santiagobranda6445 Ай бұрын
i love you
@music_story618
@music_story618 2 ай бұрын
Thank you for your teaching! I would like to ask why it defaults to the camera position instead of the protagonist itself? Can this setting be adjusted in wwise? It can only be solved using the program part.
@OmnisepherGameSound
@OmnisepherGameSound 2 ай бұрын
Hi, probably the reason software/engine doesn't know what the protagonist is for it and Camera is a certain/must object to stick with. You can change the listener to something else as well.
@music_story618
@music_story618 2 ай бұрын
@@OmnisepherGameSound I understand~Thank you so much. Your videos are of high quality. If I have any questions during post-production, can I ask you for advice?
@pieroramirez4493
@pieroramirez4493 2 ай бұрын
Thank you!!
@blaineblack8626
@blaineblack8626 3 ай бұрын
Hey Omnisepher, I downloaded your project from github but I couldn't rebuild it in UE 5.3. It asks me first to disable the 'VisualStudioTools' plugin. Once I do that it says: "The following modules are missing or built with a different engine version: TheVillage; Wwise; AkAudio; AkAudiomixer; AudiokineticTools; ... etc ..." Once I try to rebuild them it asks me to do it manually. Any ideas about what I'm doing incorrectly here?
@yashbansalaudio
@yashbansalaudio 3 ай бұрын
First of all Loving the series. Gave me quite some insights into implementation. Question: 1) How exactly did you implement footsteps? did you add physical material to the static mesh before making switch? Or did you follow another method, cause I can't find materials listed in project settings Under physics, under physical material. 2) I have a different environment, But under mine there aren't any meshes for the material. It's just one giant landscape game object. When I click on the mesh for lets say grass, it doesn't show any mesh for grass, but one entire gameobject which is called landscape. How do you make dynamic footsteps in such a case?
@pettergrevelius8161
@pettergrevelius8161 2 ай бұрын
1) Think he used a tag system rather than doing the Physical Material approach. at 5.50 he's used a Branch with the condition being "Actor has tag (Rock)" if yes switch to Rock and if no play Grass. 2) I unfortunately cant answer other than that unreal needs info to be able to differentiate between materials. My best bet would be to either figure out a way to separate the map into materials or that you add in trigger zones to the specific materials you want to be grass and specific material you want to be rock. sounds like a bit of a ball ache though unless the landscape is somewhat flat and modular and there isn't too much other random material popping up.
@yashbansalaudio
@yashbansalaudio 4 ай бұрын
why am i hearing my event while moving the staff, even though I haven't done anything to blueprints or didn't even begin start making changes to bps.
@yashbansalaudio
@yashbansalaudio 4 ай бұрын
Hey man! love your work. I have one question. What if you dont want to work with c++ and only blueprints. Would you still need to Add AkAudio to the Build project? And follow Each step that you have told here?
@OmnisepherGameSound
@OmnisepherGameSound 4 ай бұрын
You can still generate visual studio solution by .uproject and there could be there
@yashbansalaudio
@yashbansalaudio 4 ай бұрын
@@OmnisepherGameSound My project’s working. My question is what if I don’t want to work with C++ just Blueprints. Do I still need go add Akaudio to the build project? And Add Uproperty in the wwise Event?
@OmnisepherGameSound
@OmnisepherGameSound 4 ай бұрын
Nope, for blueprints you don't need those
@yashbansalaudio
@yashbansalaudio 4 ай бұрын
@@OmnisepherGameSound also A pretty weird thing is happening with my project. So I made an event called Iceskills just like you did and generated the soundbank. The sound is already coming from the staff and stopping when I stop using the staff, even though I didn’t do anything with the blueprint. Why is that?
@kevincollier2938
@kevincollier2938 5 ай бұрын
Do you think there might be some other fix for the issue around the 10 minute mark? I've tried adding that .h file to my includes hoping that would work but no dice. I'm working on an external plugin to work alongside of wwise, so editing the source code for wwise doesn't really fit what I'm trying to do without needing to get the user to edit the source code as well. Update: Using a static cast, I was able to access the information from inside of the CBInfo. For my purposes I was using the duration callback, the code looks like this: void AAmbiTagEmitter::EventCallback(EAkCallbackType callbacktype, UAkCallbackInfo* CallbackInfo) { const UAkDurationCallbackInfo* CBInfo = static_cast<UAkDurationCallbackInfo*>(CallbackInfo); } I also found out you can have a clearer selection for the event bind if you use int32(AkCallbackType::...) intellisense should provide the possible options for the bind without needing to view the source code. Thanks for your vid, it is very helpful!
@Krobkrua
@Krobkrua 5 ай бұрын
Hey is it required that we buy the Lowpoly Asia Style Environment assets to follow this tutorial? It says $49.99 I'm poor so I have to find affordable ways to make this career change work.
@OmnisepherGameSound
@OmnisepherGameSound 5 ай бұрын
No, you don't need to. During the tometit was free I think.
@OmnisepherGameSound
@OmnisepherGameSound 5 ай бұрын
You can follow and replace any asset with anything. They don't contribute to the goal, just makes it prettier. Feel free to experiment on your own :)
@Krobkrua
@Krobkrua 5 ай бұрын
@@OmnisepherGameSound Cool, thanks for your response :)
@jonasmemborg4196
@jonasmemborg4196 6 ай бұрын
For some reason, if I include the AkGameplayStatics.h in the header file of the WwiseEvent component, Unreal just stops recognizing Super::BeginPlay() and Super::Tick() and other of its own internal classes and functions in its .cpp file. They go "undefined" for some reason. Since we're forward declaring the UAkAudioEvent anyway, I included the AkGameplayStatics in the .cpp file instead, but I'm curious why this is and whether or not we already need an update on this tutorial. I appreciate the info anyway, man. I'll keep on truckin'. xD
@OmnisepherGameSound
@OmnisepherGameSound 6 ай бұрын
Hi Jonas, which UE version you are in btw? I put an update video for this series to bump it to 5.3 and latest Wwise of this time. It might help on that but the issue you are facing looks very weird as well. I'll consider the suggestion, both UE and Wwise developed rapidly since then. I still recommend you to check Update/Upgrade video if thay helps :)
@jonasmemborg4196
@jonasmemborg4196 6 ай бұрын
@@OmnisepherGameSound I had the problem before on a UE 5.3 version. I have it now with 5.4.2 and Wwise 2023.1.4.8496 Was it also you who did the "Coding Wwise in UE for beginners" for AudioKinetic on their blog? The PostEvent functions have also updated since then, and it's been a pain getting Wwise and Unreal to play nice using C++. Blueprints have been easier to work with thus far, but I'd like to get some C++ into the mix. Thanks for all your work on bridging this gap, man! :D
@mattiafesta253
@mattiafesta253 6 ай бұрын
Why i can't find the Wwise Picker in my Unreal Project?
@MeelGomez98
@MeelGomez98 6 ай бұрын
Hi, I'm working with unreal 5.3 (downloaded that version from your github), but when I try to open the unreal project it says "The following modules are missing or built with a different engine version:" and then lists a bunch of Wwise assets and "TheVillage". I'm using the latest version of Wwise, don't know if that's a factor... Thanks! (Also, if I click on "rebuild" I get this error message "TheVillage could not be compiled. Try rebuilding from source manually.")
@OmnisepherGameSound
@OmnisepherGameSound 6 ай бұрын
Hi, have you tried to build the project from the source code? And which errors does it give to you when you try to build the project with source code (.sln file) It should build those missing modules in that way
@MeelGomez98
@MeelGomez98 6 ай бұрын
@@OmnisepherGameSound I've only ever used blueprints (no C++) so I'm trying to figure out how to do what you say but it's a bit confusing. Within your github folder, which file is the source code? Thanks (:
@OmnisepherGameSound
@OmnisepherGameSound 6 ай бұрын
Okay from that part, it might complicated but I'll guide you there. Find your Unreal Engine Project, right click then hit Generate Visual Studio project files. You'll need Visual Studio to download to continue on there. It will create a Visual Studio Solution (.sln) file for that, then you can open it by Visual Studio and build the project(source code) in there. If you don't have prior experience with programming or coding, that might be a bit tricky for you, but let's try that first.
@MeelGomez98
@MeelGomez98 6 ай бұрын
@@OmnisepherGameSound Hi, thanks for the mini tutorial! I'm at a point where i've managed to open the sln file inside of visual studio, but how do I build the unreal project from there? x
@OmnisepherGameSound
@OmnisepherGameSound 6 ай бұрын
@@MeelGomez98 I think best way to explain furthermore is that link docs.unrealengine.com/4.27/en-US/ProductionPipelines/DevelopmentSetup/BuildingUnrealEngine/ It says 4.27 for engine but it's the same, you can follow the screenshots and hope it resolves the issue :) Let me know if it doesn't work
@eugenestrunk
@eugenestrunk 6 ай бұрын
I wouldn't recommend implementing this way. TL;DR: it's using wrong tools for the job, and UE already provides floor material information 1) It relies on tagging actors in the level with material names, essentially duplicating information provided by PhysicMaterial property which practically everything in the level should have. 2) SphereOverlapActors and tag check look like a very inappropriate methods for the job. I don't want to allocate temporary array each time I perform a footstep. 3) UAnimInstance subclass looks redundant, you can do the same method on the character class 4) CharacterMovementComponent already performs surface checks, including surface material, so no collision query is necessary. Essentially, information needed for footstep switch is already available, but it's not exposed to Blueprints. It's easy to expose though, see UCharacterMovementComponent::CurrentFloor.
@raechen5259
@raechen5259 7 ай бұрын
Thank you so much ! this is really helpful. I accidently downloaded WWise 2023 and tried to follow your previous tutorials but failed. I will try if this solves my compile problems.
@OmnisepherGameSound
@OmnisepherGameSound 7 ай бұрын
You're welcome :) let me know if it doesn't help, we can diagnose further
@JackaTrial
@JackaTrial 7 ай бұрын
Great, but how do you make it play out the engine stopping? Here you are just chopping it off...
@OmnisepherGameSound
@OmnisepherGameSound 7 ай бұрын
Hi, I'd suggest using other event to stop playing event, and adjust the fade out in Wwise.
@Gymomanen
@Gymomanen 8 ай бұрын
Bumping WWise dependencies in Unreal by hand! Cool stuff!
@OmnisepherGameSound
@OmnisepherGameSound 8 ай бұрын
😅 I don't trust that bat file :D
@DUSKOsound
@DUSKOsound 8 ай бұрын
🍻🔊
@ISIS-jb4jm
@ISIS-jb4jm 9 ай бұрын
I can‘t get UE5 5.0.2 ,so sad
@todoeSSonido
@todoeSSonido 10 ай бұрын
Hi, thx for this before all. I get an error message when open ureal proyect. "The Village UE5\TheVillage_UE5_WWise\Plugins\Wwise\Source\AkAudioMixer\AkAudioMixer.Build.cs(23,4): warning CS0618: 'ModuleRules.bEnforceIWYU' is obsolete: 'Deprecated in UE5.2 - Use IWYUSupport instead.' DEPRECATION: 'IniKeyBlacklist', which is a config key in section [/Script/UnrealEd.ProjectPackagingSettings], in 'D:\Documentos\Sonido\The Village UE5\TheVillage_UE5_WWise\Config\DefaultGame.ini', has been deprecated. Using 'IniKeyDenylist' instead. It is recommended you update your .ini files as soon as possible, and replace IniKeyBlacklist with IniKeyDenylist DEPRECATION: 'IniSectionBlacklist', which is a config key in section [/Script/UnrealEd.ProjectPackagingSettings], in 'D:\Documentos\Sonido\The Village UE5\TheVillage_UE5_WWise\Config\DefaultGame.ini', has been deprecated. Using 'IniSectionDenylist' instead. It is recommended you update your .ini files as soon as possible, and replace IniSectionBlacklist with IniSectionDenylist Visual Studio 2022 is installed, but is missing the C++ toolchain. Please verify that the "MSVC v143 - VS 2022 C++ x64/x86 build tools (Latest)" component is selected in the Visual Studio 2022 installation options. Visual Studio 2022 x64 must be installed in order to build this target."
@speedmilesgood
@speedmilesgood 10 ай бұрын
Can we have a video about walls, game object and spatial audio ? Because we my character goes behind a wall, I cannot listen my Ak_Audio. It fade really fast. The occlusion sys
@andko123
@andko123 10 ай бұрын
Thanks a lot, it was tough to find something recent and to the point regarding raycasting for footsteps.
@alexandermoyes6744
@alexandermoyes6744 10 ай бұрын
Hey! tutorial seems great, didn't work out for me sadly so any help would be appreciated!
@ShienlanMiitsues
@ShienlanMiitsues 11 ай бұрын
This is beyond perfect! Thank you for creating this series! I've been looking for a way to start learning Unreal engine and this is an invaluable part of it. Thank you so much!
@OmnisepherGameSound
@OmnisepherGameSound 11 ай бұрын
You are welcome. I couldn't improve the playlist for a while, since the coding part is either very case specific, or very simple. Hope you found the things you need in there :)
@speedmilesgood
@speedmilesgood Жыл бұрын
Ultra difficult for a beginner because it goes too fast and there is no explaination on the layout, why at 4:00 I cannot drag and drop to assign ob in the content editor, etc...
@devmaheswari4909
@devmaheswari4909 Жыл бұрын
instead of material i wanna check for the tag, pls tell me how could i do that
@yoooboiii7311
@yoooboiii7311 Жыл бұрын
Thank you for the video, it was informative. I have a question regarding Audio Listening Override; is there a way to employ this without using the Event Tick?
@OmnisepherGameSound
@OmnisepherGameSound Жыл бұрын
Hi, I haven't personally tried but, technically; you can call this function at anytime; but; if you update it by location/rotation; you should update it by every frame. But you can attach to component once, and you can call it once afterwards. Such as Begin Play and Attach to Component will do fine
@owencoopersfx
@owencoopersfx Жыл бұрын
I keep coming back to your videos every time I need to implement Wwise C++ callbacks in Unreal. Thanks for providing these. Dunno why Audiokinetic has not done so themselves.
@OmnisepherGameSound
@OmnisepherGameSound Жыл бұрын
I wrote an article for Audiokinetic recent months, it's kind of a summary of these videos. I think video format is tad better to see actual results still,but here is the link if you are interested blog.audiokinetic.com/fr/coding-wwise-in-ue-for-beginners/ Glad you like it ☺️
@oOSumGuyOo
@oOSumGuyOo Жыл бұрын
Any idea how to use AK_CALLBACK style callbacks? Like AK_CALLBACK(void, AkDeviceStatusCallbackFunc). Trying to catch things like audio device changes.
@OmnisepherGameSound
@OmnisepherGameSound Жыл бұрын
Do you mean in Unreal engine? They are basically function pointers that you can widely in C++
@diveintrees9427
@diveintrees9427 Жыл бұрын
Hmmm...Does it mean that we set switch each time the character makes a step (blueprint)?
@OmnisepherGameSound
@OmnisepherGameSound Жыл бұрын
Yes, that's a good practice to update material on step via wwise switches to adapt switch container of connected event
@Hamidsami021
@Hamidsami021 Жыл бұрын
Hello.i dont havr the option to creat audiokinetic switch assets in ue5.there is Event,parameter,trigger etc... but no switches.how can i creat switch assets?
@OmnisepherGameSound
@OmnisepherGameSound Жыл бұрын
Hi, which version you are in? Some integrations change 5.2 and onwards, but you should be able to recreate it anyway. Try WAAPI in Unreal to recreate assets, that might help.
@Hamidsami021
@Hamidsami021 Жыл бұрын
thank you very much,also,following your blue print,is it possible to trigger a wwise asset somehow using the skid state?@@OmnisepherGameSound
@torley
@torley Жыл бұрын
Omnisepher, thank you for sharing your knowledge. At a high level (even a brief summary), what are your favorite things about Wwise over the built-in UE5 audio capabilities?
@OmnisepherGameSound
@OmnisepherGameSound Жыл бұрын
I think out of the box capabilities of wwise really excels over builtin UE audio, such as design, profiling, systematic design etc. This is a bit long topic to discuss, while UE also improves with metasounds and such (yet they are different at system design), experience and solidity of wwise (as a product) does everything better for both programmers and designers(especially designers). I can nudge FMOD to the topic as well (they have more sound designer friendly UI) but Wwise also better than FMOD at certain core areas. It all depends on what you actually need and what is your project scale etc. Thanks for the question btw.
@torley
@torley Жыл бұрын
@@OmnisepherGameSound I appreciate your thoughts on the matter. Thank you, keep sharing your knowledge!
@Wwise_sounds
@Wwise_sounds Жыл бұрын
hello, Murat Özcan, Thanks for making this series of videos, I hope to learn the basics. Quick question: Im having issues integrating Wwise into the UE project. I can open the UE project in Wwise, but when I open the project in UE, under Windows > WwisePicker is not available like it shows in your video at 1:13. what might be trouble? thanks and hope to hear from you soon
@OmnisepherGameSound
@OmnisepherGameSound Жыл бұрын
Hi, first of all, which UE version you are trying? Because at 5.2 they renamed it so WwisePicker or WAAPIPicker names are obsolete for now. When you open Wwise Launcher, can you launch both Wwise Project and UnrealEngine project under UnrealEngine tab (just to confirm that you integrated Wwise to UnrealEngine) If I'm not wrong, they unified the name under "WWisePickers"(you can check there kzbin.info/www/bejne/sIKTkqCdpNiCgKc) feel free to reach me via linkedin or mail if it doesn't resolves, thank you
@adbofdifference
@adbofdifference Жыл бұрын
Thanks so much for all your hard work putting this series together. I'm unfortunately getting an error when I try to launch the Unreal project file with 5.2- project built with a different version. The automatic rebuild process isn't working, so I generated a vs solution from the project and loaded that solution in visual studio to rebuild manually. I'm getting a single error:C@660 'UAkGameplayStatics::PostEvent': function does not take 7 arguments The line of code in question is: UAkGameplayStatics::PostEvent(nullptr, this, int32(AkCallbackType::AK_Marker), BindCallback, nullSources, false, (FString)("FireBase")); When I check the UAkGameplayStatics:PostEvent with AudioKinetic, it shows a maximum of 3 arguments. Can provide any help with this, please?
@OmnisepherGameSound
@OmnisepherGameSound Жыл бұрын
Hi, I checked that function and there is another one with PostEventByName (that takes 3 arguments), is there a chance that that being used instead of PostEvent? static void PostEventByName( const FString& EventName, class AActor* Actor, bool bStopWhenAttachedToDestroyed = false); I'll double check and update this comment if something being updated at latest
@CNSH_核桃
@CNSH_核桃 Жыл бұрын
That's great, but how do I set it to loop?
@OmnisepherGameSound
@OmnisepherGameSound Жыл бұрын
You can loop it via Wwise by design, depends on how you want to loop it, containers or general settings of sound effect (in Wwise project) do the trick
@CNSH_核桃
@CNSH_核桃 Жыл бұрын
No loop Settings found on my "Music Switch Container" and "Music Segment", did i miss something?
@OmnisepherGameSound
@OmnisepherGameSound Жыл бұрын
Reach me by linkedin or mail, I'll help you
@Toasticuss
@Toasticuss Жыл бұрын
Why not give an example in the beginning on the result of following this tutorial? I have no idea what the outcome is from your hour long tutorial so I don't see a reason to stick around :/
@nocktunes3172
@nocktunes3172 Жыл бұрын
I recommend just creating a Stop event in Wwise and call that instead of creating code. You can set up fade's in the Stop event as well. Thanks for posting these vids.
@OmnisepherGameSound
@OmnisepherGameSound Жыл бұрын
You're welcome. It is somewhat design choice but I can agree on that. Purpose of the video is still showing the capabilities. Thanks for bringing up :)
@PabloWunderlichMusic
@PabloWunderlichMusic Жыл бұрын
Hard to follow this tutorial.
@OmnisepherGameSound
@OmnisepherGameSound Жыл бұрын
Sorry to hear that, there will be updated Wwise 2022 versions soon, some of the practices are changed since then
@PabloWunderlichMusic
@PabloWunderlichMusic Жыл бұрын
@@OmnisepherGameSound you clearly know your way here but for example what would be more useful is to build a blank project and show how to incorporate blueprints to call wwise events, parameters, etc. In this course it’s too quick to really follow what’s going on. Also wanted to thank you for the effort. Looking forwards to learning more from you.
@OmnisepherGameSound
@OmnisepherGameSound Жыл бұрын
Thanks for the comment and you are right about that, I'll revise structures of videos in the future. You can reach me on linkedin on elsewhere if you have questions or tips, I'll be happy to help :)
@PabloWunderlichMusic
@PabloWunderlichMusic Жыл бұрын
@@OmnisepherGameSound that would be awesome! What’s your LinkedIn handle?
@daniellouis6665
@daniellouis6665 Жыл бұрын
Do you have the update yet?
@OmnisepherGameSound
@OmnisepherGameSound Жыл бұрын
It will come soon, with 5.2 and Wwise 2022.*
@zyinmatrix
@zyinmatrix Жыл бұрын
brother your video is really helpful! please keep it up🙏
@OmnisepherGameSound
@OmnisepherGameSound Жыл бұрын
Glad it helped :)
@evadermusic
@evadermusic Жыл бұрын
This is incredible man. I had one goal today, learn implementing footsteps from Wwise to Unreal. And there it was in my Wwise launcher!
@OmnisepherGameSound
@OmnisepherGameSound Жыл бұрын
Thank you, hope you find the series helpful as well :)
@miguelalexandresimoesneves8660
@miguelalexandresimoesneves8660 Жыл бұрын
This the most relaxing way to learn
@OmnisepherGameSound
@OmnisepherGameSound Жыл бұрын
Glad you enjoyed! :)
@cwagoner78
@cwagoner78 Жыл бұрын
I keep getting a Missing Module error. Only missing ''TheVillage". All AK stuff and VS stuff are good to go. When I try to rebuild it says it failed and to rebuild the source code manually? "TheVillage could not be compiled. Try rebuilding from source manually."
@OmnisepherGameSound
@OmnisepherGameSound Жыл бұрын
Hi, do you use the exact versions of Wwise and UE?
@cwagoner78
@cwagoner78 Жыл бұрын
@@OmnisepherGameSound I cant get UE5.0.2 and I think that may be the problem. I have the WWise 2021.1.9 version now and getting the same thing
@OmnisepherGameSound
@OmnisepherGameSound Жыл бұрын
Wwise UE version mismatch are always an issue unfortunately. It seems its time to update that project to UE5.2 and Wwise 2022.
@cwagoner78
@cwagoner78 Жыл бұрын
@@OmnisepherGameSound So no real fix you can think of to get going on it today? I have rebuilt the .sln and am only getting a couple of errors on the rebuild now. LNK2019, LNK1120, and MSB3073 Everything I have tried is not compiling the .sln
@OmnisepherGameSound
@OmnisepherGameSound Жыл бұрын
Unfortunately they are common linker issues, I need more details about what are failing. And actual fix still changing to matching Wwise versions :/ since UE5 release, there is a constant race between versions.
@LordAssassinLych
@LordAssassinLych Жыл бұрын
Event-based packaging isn't available with Wwise 2022. Is it named differently? I can't find it.
@OmnisepherGameSound
@OmnisepherGameSound Жыл бұрын
Yes, with wwise2022 they change soundbank structure, and you should change some settings in wwise than UE now. It's called auto defined soundbanks now.
@gabe7027
@gabe7027 Жыл бұрын
how do you populate a switch value UAkSwitchValue* in editor, rather than using the state and group strings? seems like UAkSwitchValue* UProperties never show up in the data table
@gabe7027
@gabe7027 Жыл бұрын
Hello, I am trying to setup something like this, but using switch value assets assigned in editor, instead of the two FName strings. That is, say at 15:27 in the video, rather than: SetSwitch(nullptr, GetOwningActor(), "Footsteps", "Rock"); it would be: SetSwitch(SwitchValue, GetOwningActor(), "", ""); BUT, my problem is that, if I expose a UAkSwitchValue* Uproperty in the editor to populate it, it never shows up unless it's a soft pointer, but if it's a softpointer assigned in a data table it is GC'd by the time I want to use it, so always null when I call SetSwitch. Do you know the solution to this? Have you populated UAkSwitchValue* properties in the editor for use rather than the string switch group and state? thanks!
@OmnisepherGameSound
@OmnisepherGameSound Жыл бұрын
Thanks for the comment (on both videos). I'll try to repro and return with the answers. I am not sure if it's still soundbank generation issue to say, but just guessing atm. Thanks for your attention.
@slowvibes9595
@slowvibes9595 Жыл бұрын
Pretty clunky tutorial tbh. Its not working for me, surfaceMaterial never used.
@OmnisepherGameSound
@OmnisepherGameSound Жыл бұрын
Sorry that didn't work for you, logic applies the same still if you want to alter some design choices in game
@as-dk5cd
@as-dk5cd Жыл бұрын
how to run the game on a 5.1.1 ?
@OmnisepherGameSound
@OmnisepherGameSound Жыл бұрын
You can try building the game by changing engine version. Game pribably builds fine, but I cant guarantee that Wwise versions do that seamlessly
@olivert4648
@olivert4648 Жыл бұрын
I've been trying to find an actual guide that explains Wwise C# scripting since i was first got introduced to Wwise, with no luck. BUT you man! you finally answered my prayers! Thank you so much!
@OmnisepherGameSound
@OmnisepherGameSound Жыл бұрын
You are welcome, thanks for the comments. Happy to help :)
@vehemintMojito
@vehemintMojito Жыл бұрын
Is there a way to specify the RTPC to be global or object/actor based outside of editing code?
@OmnisepherGameSound
@OmnisepherGameSound Жыл бұрын
Sure, in SetRtpc node/code, if you don't specify actor (basicslly leave it empty) and it will be global. If you specify actor it will be local to that wwise game object.
@x007-w7g
@x007-w7g Жыл бұрын
I don't kown what different between AkAmbient and The actor with a AkComponent to play the background music, How I make choose, can you give me some advices.
@OmnisepherGameSound
@OmnisepherGameSound Жыл бұрын
I'd suggest AkComponent since it derived from Unreal Engine Scene Components and it has WwiseEvent and features available. Such as occlusion and spatiality. Those elements are usually interchangeable. I'll edit this with more 'documentation' informations later on.
@x007-w7g
@x007-w7g Жыл бұрын
@@OmnisepherGameSound Thanks you, I think you can talk more advance programming architecture using the wwise API, how to manager the huge different kinds of music in game(like using the data table to config the music or the UI for music debuging, the wrapper to manager the music), this kinds of video and course are so scarce.
@x007-w7g
@x007-w7g Жыл бұрын
​@@OmnisepherGameSound I see the project sample "WWIE AUDIO LAB" in Audiokinetic laucher, how I don't know why it do choose to do implement the feature, I stiil have a long way to go.