FMOD vs Wwise (Part 3) | How to integrate Wwise with Unreal Engine 4

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Mike Lane - Game Audio

Mike Lane - Game Audio

Күн бұрын

Пікірлер: 13
@finfamous2546
@finfamous2546 6 жыл бұрын
very clear and to the point, looking forward to the rest of this series
@manaboutsound
@manaboutsound 6 жыл бұрын
Thanks a lot I hope it's useful
@DianaUlloa
@DianaUlloa 6 жыл бұрын
Omg, I was having issues when generating the soundbanks from unreal, this video helped me a lot, thank youuuuu straight to the point and perfect
@AdamFBuchanan
@AdamFBuchanan 3 жыл бұрын
When i integrate Wwise to a UE project and then open the project there is no WwiseAudio folder created. If i create any folder in UE (lets say I create my own WwiseAudio folder) and then, within that folder, attempt to create any Audiokenetic instance ('actor' would it be?) e.g and event or soundbank i get this message: "Cannot create new asset 'NewAkAudioBank' in path '/Game/WwiseAudio/NewAkAudioBank'. You can't put assets under '/Game/WwiseAudio' folder' and the operation fails and nothing is created." However, I can create Audiokenetic instance ('actor' would it be?) in the content folder. I can then follow the process in this video and 'generate sound data'. When i do that a WwiseAudio folder is created on its own by the 'generate sound data' process. I now have working Audiokenetic instance ('actor' would it be?) in the content folder. However, I can still not create any Audiokenetic instance ('actor' would it be?) in the new auto created WwiseAudio folder, nor any folder with that folder. I can move the working Audiokenetic instance ('actor' would it be?) that are in the UE content folder into that folder and they continue to work. However, I will now not be able to 'generate sound data' until I move the Audiokenetic instance ('actor' would it be?) back to the UE 'content' folder. I am using Windows 10. UE 4.26. Wwise integration 2021.1.2.7629.2025.
@tafefa01
@tafefa01 5 жыл бұрын
thank you very much I am following all the videos! is it possible to make a video that explains how to start from an unreal environment (example: free environment from their marketplace), and create various events for wwise from there?
@LukaReeson
@LukaReeson 6 жыл бұрын
When I hit Generate in Wwise and then open Unreal Editor, there is no WwiseAudio folder in the Content.
@14niepce
@14niepce 4 жыл бұрын
Same issue here. You can just set the path yourself. Here's how : www.audiokinetic.com/fr/library/2016.1.6_5926/?source=Help&id=specifying_location_for_saved_soundbanks
@OscillatingTortoiseSound
@OscillatingTortoiseSound 5 жыл бұрын
Hey Mike, im really enjoying this tutorial and thank you for making this. I am however at a standstill when it comes to making a playable character on this map. is there a quick asset to do that or a good tutorial on how to add that a playable character asset tutorial I should watch?Thank you again and hope you can help! BTW: im using 4.22 on unreal on the map currently.
@homeofcreation
@homeofcreation 5 жыл бұрын
Followed your guidance to the letter multiple times but can't get the integration right. No Wwise audio folder in unreal.
@KevinRussellSpaceSimSTEAMphony
@KevinRussellSpaceSimSTEAMphony 5 жыл бұрын
It seemed in WWISE after associating a sound with the soundbank, and again, when you switched over to UNREAL you performed more or less the same *types* of tasks/actions in that UI to associate a the same sound file with a soundbank. Is that correct that it must be performed twice?
@Rice_sama
@Rice_sama 6 жыл бұрын
That seems way more complicated than fmod o.O
@manaboutsound
@manaboutsound 6 жыл бұрын
It does look that way doesn't it. Steeper learning curve but worth it.
@totallynotabot151
@totallynotabot151 4 жыл бұрын
I really hope that underneath it all there is a logical reason why the Wwise authoring tool is set up the way it is. After spending a few weeks trying to integrate it in Unreal the whole thing still seems insane to me.
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