WWISE 2022.1.8 with UNREAL ENGINE 5.2 - Let's Make Them Work... I Show You How!
ฝัง
- เผยแพร่เมื่อ 6 ก.ค. 2024
- In this video I will show you how to easily incorporate Audio Kinetic’s WWISE 2022.1.8 into Epic Games’ Unreal Engine 5.2
www.buymeacoffee.com/fullertime
The workflow combination of Unreal and WWISE is fairly common in the world of AAA Video Game Production. The power of both pieces of software is pretty unstoppable!
I will show you the very basic set-up of how to integrate WWISE into your Unreal Session, use the “WWISE BROWSER” feature… and post events or into your Unreal Blueprints to reference the sounds.
Check out audio Kinetics Website for more info on WWISE!
Be blessed!
#unrealengine5 #metasounds #synthesis #gameaudio #metasoundsbasics #gamemusic #wwise
00:00 Intro
00:43 Make New UE5.2 Project
01:24 Integrate WWISE into New Project
03:26 Settings Folders
04:34 Open Project in WWISE
05:35 Add Test Sound & Event
06:45 Generate Soundbanks
06:53 Open Unreal Project and Set Root Folder
07:23 Reconcile Files
07:59 Post Test event
08:40 Re-Open Session & Bug
09:22 Adding Another Test Sound
11:18 Post Second event
12:11 Conclusion
#WWISE #UnrealEngine5.2 #UnrealEngine #MetaSounds #GameAudio #Tutorial #GameDev #SoundDesign #MusicComposition #GenerativeMusic #wwise #audiokinetic
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My Website:
www.fullertime.com
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Brian Michael Fuller is an American media composer and sound designer for Film, TV, Media and Video Games.
C++ Entry Level Certified Programmer and WWISE Certified.
Fuller has composed and produced 500+ tracks for major TV Networks all over the globe. He has had music and sound design featured on networks such as BBC, Fox, CBS, MTV, E!, Spike, Showtime, OWN, BET, France 5, ProSieben Maxx, RTL 5, Nickelodeon, History, Discovery, Animal Planet, and A&E.
Fuller has done soundtracks, sound design and dialogue editing for companies including Toshiba, Cree Lighting and many others.
Highlights include A&E’s Emmy Award Winning “Born This Way” as well as NFL’s Super Bowl 55 on CBS which was broadcast in 180 countries and was seen by 96.4 million people-including out-of-home viewers-across all platforms, including CBS, CBS Sports and NFL digital properties, Verizon Media mobile properties, and ESPN Deportes TV and digital properties. - เพลง
Super thankful for this follow up video.
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.
Super helpful!
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.
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?
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.
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?
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
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!