Using WWise External Sources in Unreal Engine

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Joshua Whitmore-lyons

Joshua Whitmore-lyons

Күн бұрын

Thanks for Watching!
Free External Source XML Generator: daracrawford.c...
DefaultEngine.ini Change:
[Audio]
WwiseFileHandlerModuleName=WwiseSimpleExternalSource
Links for further info:
www.audiokinet...
www.audiokinet...
www.audiokinet...
My Socials:
JW...
www.linkedin.c...

Пікірлер: 10
@felipegomez2119
@felipegomez2119 7 ай бұрын
Joshua, thank you so much! This tutorial is amazing. Very clear and nicely paced. I also appreciated the little break at 7:30 😉 I only had trouble with how I created the folders. For people having issues make sure the folder paths are: Ungenerated folder (.wav files)-> inside the Wwise project Generated folder (.wem files) and SourceList folder (.wsource file) -> unrealproj/Content/WwiseAudio Also make sure not to give a different name to the “SourceList”folder. I originally named it “source” and Wwise was not able to generate the banks. Thank you again boss!
@joshuawhitmore-lyons9797
@joshuawhitmore-lyons9797 7 ай бұрын
Thanks so much for your kind words Felipe! :)
@adambrownsounddesign
@adambrownsounddesign 5 ай бұрын
Great job my dude! Would love to see more of these
@AndyGBass
@AndyGBass 7 ай бұрын
Nice video, good job !
@joshuawhitmore-lyons9797
@joshuawhitmore-lyons9797 7 ай бұрын
Thanks so much Andy!
@xcryosonx
@xcryosonx 7 ай бұрын
Awesome tutorial, the one question I'd ask is that what you've done in the end is link your actual WAV files in your output directory from your XML generator tool, right? Im just trying to work out the part where you've implemented several dialogue lines that are all housed within the single external source in this case.
@joshuawhitmore-lyons9797
@joshuawhitmore-lyons9797 7 ай бұрын
Thanks so much for saying that! So the purpose of the XML file as generated by the tool is to tell Wwise which files need to be converted and where they are. This means that when you generate soundbanks, the external files will also be converted. This is necessary because they aren't directly referenced in an event, so wwise won't know to convert them along with any other files you have directly referenced. The data tables in Unreal are then filled with references to the converted files. Then you can use a reference to the row of the media info table that contains the audio you want to play, along with the cookie of the external source from wwise to set the external source. This can be seen in my dialogue tree at the end of the video where I am setting 'mediaidtoset' in every dialogue node. 'Mediaidtoset' is the unique media id from the mediainfotable of the line I wish to play. The XML is only necessary to tell wwise how and where to convert the audio and is never directly referenced after soundbanks are generated. I hope that clears things up for you ! If you have any more questions feel free to ask 😊
@aefv.eliane
@aefv.eliane 7 ай бұрын
Hello Joshua, Thank you so much. Have you already try something similar under Unity? : ) I am a bit lost
@joshuawhitmore-lyons9797
@joshuawhitmore-lyons9797 7 ай бұрын
Unfortunately I haven't explored how it works in Unity yet, but I have a spare moment on thursday and I will take a good look for you!
@aefv.eliane
@aefv.eliane 7 ай бұрын
@@joshuawhitmore-lyons9797 Ohhh Thank you so much! This is very kind from you : ) Probably I miss something somewhere in Wwise also. This is the first time in three years under Wwise that I have to use " external sources ". See you on thursday.
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