Thank you for tutorial! A lifesaver indeed. Also i've noticed that you can set auto-connect to WWise WAAPI in UE Plugin settings. I guess it will dismiss that bug you've mentioned, when you need to restart UE project.
Hey thanks so much for this tutorial! Super helpful. However -- and I'm somewhat new to wwise and unreal -- when I try to follow these steps, I don't see any plugin folder in my Unreal project and instead of seeing that my soundbanks folder is empty, it says that my Root Output Path in Wwise integration is empty. What am I doing wrong?
You are a lifesaver. I was trying to follow your previous video and completely missed your comment on this 5.2 update. Just a couple quick questions if you're willing to answer. First. It seems like, i'm having to restart the editor EVERY time i create a new event? Is that normal? Second, you mention if you don't know wwise to just learn metasounds. Do you feel that metasounds is at the point where learning wwise is a waste of time? I've been using FMOD for years and am only now forcing myself to learn wwise because it seems that every studio is using it for their projects.
About the restarting thing… not sure why it does that. It may be a bug. As far as WWise goes, it’s currently the industry standard and an extremely valuable program to know. But my guess, is that in a couple years, most studios will be using Unreal’s native audio engine… there are many game studios heading that way now. Metasounds is extremely powerful and in its infancy. It’s growing fast and the team is rapidly adding new capabilities
@@brianmichaelfuller I have the same feeling. I love what metasounds is capable of, but i really do enjoy the workflow of the middleware. Metasounds seems really powerful, but also a little more convoluted to do the simple stuff. As an example, your basic footsteps in a game. In metasounds, I have to import the wavs into unreal, create a metasound source, add all those wavs into a variable array, setup a random get off the array, add a waveplayer node, add a random float node, connect that to the pitch of the wave player, connect to the mono out, then on finished. In Fmod I create the Footstep Event, Select all my footsteps sounds and drag them into the event which automatically creates the randomizer, then right click the pitch knob and hit Modulate. I'm really hoping to see a lot of that boilerplate type of stuff get handled as nodes in metasounds, because I do see the power of having an in engine audo system with such versatility.
This is an awesome tutorial, fixed the issue about the root folder that got me for 2 days. However, i still can't hear anything, i do not know why :(. The fun thing is that by looking at the profiler in Wwise, every sound is triggered correctly and they are playing, maybe i need to set up audio I/O in Unreal?
I have integrated Wwise into my project but I can't find the Wwise folder in the content browser. I can generate soundbanks and everything but I am missing the asset. Do you know how to fix that?
I haven’t tried it yet with 5.3 considering it just came out, most likely there are some kinks that need to be hashed out but I’m sure it works. If I get an opportunity I will try it and make a video. Best of luck
You are a literal lifesaver. Now the integration works. Thank you!
@8:48 oh that bug! thank you for the video, solved my problem.. i`m sure too many people have same issue.
Thank you for tutorial! A lifesaver indeed. Also i've noticed that you can set auto-connect to WWise WAAPI in UE Plugin settings. I guess it will dismiss that bug you've mentioned, when you need to restart UE project.
THANKS A LOT!!!!!!!!!!!!!!
Super helpful!
Super thankful for this follow up video.
great vid thanks man
Kool thank 👍you
Hey thanks so much for this tutorial! Super helpful. However -- and I'm somewhat new to wwise and unreal -- when I try to follow these steps, I don't see any plugin folder in my Unreal project and instead of seeing that my soundbanks folder is empty, it says that my Root Output Path in Wwise integration is empty. What am I doing wrong?
can make simple video for example created wwise sound " single sound" put it on UE and cook it that is , i didnt find the sound inside UE
You are a lifesaver. I was trying to follow your previous video and completely missed your comment on this 5.2 update.
Just a couple quick questions if you're willing to answer.
First. It seems like, i'm having to restart the editor EVERY time i create a new event? Is that normal?
Second, you mention if you don't know wwise to just learn metasounds. Do you feel that metasounds is at the point where learning wwise is a waste of time?
I've been using FMOD for years and am only now forcing myself to learn wwise because it seems that every studio is using it for their projects.
About the restarting thing… not sure why it does that. It may be a bug. As far as WWise goes, it’s currently the industry standard and an extremely valuable program to know. But my guess, is that in a couple years, most studios will be using Unreal’s native audio engine… there are many game studios heading that way now. Metasounds is extremely powerful and in its infancy. It’s growing fast and the team is rapidly adding new capabilities
@@brianmichaelfuller I have the same feeling. I love what metasounds is capable of, but i really do enjoy the workflow of the middleware.
Metasounds seems really powerful, but also a little more convoluted to do the simple stuff.
As an example, your basic footsteps in a game. In metasounds, I have to import the wavs into unreal, create a metasound source, add all those wavs into a variable array, setup a random get off the array, add a waveplayer node, add a random float node, connect that to the pitch of the wave player, connect to the mono out, then on finished.
In Fmod I create the Footstep Event, Select all my footsteps sounds and drag them into the event which automatically creates the randomizer, then right click the pitch knob and hit Modulate.
I'm really hoping to see a lot of that boilerplate type of stuff get handled as nodes in metasounds, because I do see the power of having an in engine audo system with such versatility.
This is an awesome tutorial, fixed the issue about the root folder that got me for 2 days. However, i still can't hear anything, i do not know why :(. The fun thing is that by looking at the profiler in Wwise, every sound is triggered correctly and they are playing, maybe i need to set up audio I/O in Unreal?
Yeah that’s weird. But there’s always some little check box somewhere or something that gives you a big headache!! Keep us posted if you figure it out
Thanks for the tutorial! Random question, but are you able to get stingers to work in Unreal? They don't seem to trigger for me.
What do you mean by stingers?
I have integrated Wwise into my project but I can't find the Wwise folder in the content browser. I can generate soundbanks and everything but I am missing the asset. Do you know how to fix that?
Do you see the Wwise Browser? Are you using UE5.2 & the latest version of WWise 2022.1.8?
Yes, I found the solution. Thank you
Is UE 5.2 The only compatible thing? Because Wwise seems to say it is ompatible with 5.3 but I am having problems
I haven’t tried it yet with 5.3 considering it just came out, most likely there are some kinks that need to be hashed out but I’m sure it works. If I get an opportunity I will try it and make a video. Best of luck
@@brianmichaelfuller thank you! Actually it worked after the bug u just showcased. Didn't catch that one before. So thank you a lot!