This is the simplest working tutorial I've found for Unreal & Wwise footstep integreation so far, it's great! One thing I did change was switching from "Line Trace By Channel" to "Capsule Trace By Channel" and making it just a bit smaller than the width of the player (to avoid materials changing when walking up against walls). This is all to stop a little quirk where if the player is standing over the edge of a platform the line trace will hit the lower surface instead of the platform, so the capsule trace makes sure to take the width of the player into account and switch to the material the player is directly standing on top of!
Thats an interesting way to do it, Thank you for adding the info notes on this. Usually we would expect a line trace under the an actors feet as it is generally the safer way to get the surface type as run time, but its great to hear different ideas of how to get the surface type. Well done :) Our next tutorial will feature proper Wwise / UE5 pipelines, instead of piggy-banking off of UE anim BP pipelines... but as to when we can actually do the new guide series will be sadly a while off yet.
Also remember to delete the red AkEvent notify (7:34), or you will hear the post-event from the new blueprint as well as the default footstep stitch in Wwise. I couldn't figure out why It wasn't working for ages. Thanks for the great tutorials!
@@gameaudioresource6853 I have been following your tutorials and am looking for some advice regarding spatial audio. What is the easiest way to assign an early reflection aux bus to animnotify events played from FirstPerson_AnimBP? It seems the only way to assign an ER bus is by using an AkComponent.
@@david_s1123 huge apologies for the late reply. very quick thought of the top of our head. The quickest way is to assign the ER bus in Wwise to the Event associated hierarchy or Parent Actor-mixer folder With the container selected attached to the Event, in the General Settings tab > we should usually tick the Use game-defined aux sends to send a reverb effect via volume placement in the world. However, if you do not select / tick the check box, but instead tick User-Defined Auxiliary Sends (just below it) Then right click one of the O,1,2,3 entries from the list, you can directly assign the hierarchy to always play the content with the Effects BUS active. (any effect will work in this pipeline) but this is a bit of a last resort. Following info we are not sure if the tutorial Wwise version number had the following options, so you may need to update to a later version of Wwise if not. However, if you are wishing to Use the Early Reflection / Wwise Reflect plugin and want global use (kind of the same way as Reverb) you can use Spatial Audio Volumes in UE4. This allows the user to add Reverb, Reflect and a Looping ambience in an UE4 volume. (then control the fade off via Acoustic Portals) Then any sound triggered in the volume will then add the Reflect effect. You can then assign any Reflect BUS into the General settings tab > Early Reflections > Auxiliary Bus. We didnt have time to included anything about Spatial Audio Volumes in the tutorial series, (something we planned if we found time to do an advanced tutorial series) This guide should be okay for the version of Wwise our tutorial series uses www.audiokinetic.com/library/2018.1.11_6987/?source=UE4&id=usingwwisespatialaudio.html If you are using a later version of Wwise / UE4 (a few things have changed) www.audiokinetic.com/library/edge/?source=UE4&id=sa_roomsandportals.html Apologies, Lots of info above, but we hope the info gets on the path towards your goals
Thanks for the comment, You can learn a huge load of info from UE4 official tutorials here: docs.unrealengine.com/en-US/ProgrammingAndScripting/Blueprints/Scripting/index.html And the basics of Wwise nodes/scripting related here: www.audiokinetic.com/library/edge/?source=UE4&id=features_blueprint.html We hope the above help give a little more info. Using Wwise and UE4, you will reach a limitation point where scripting (Blueprints) or if possible coding will become needed. Blueprints are an interesting solution, but can take a bit of practice to get used to. It is will worth integrating Wwise into one of the UE4 free demo projects, then searching for UE4 audio engine content, then replacing with Wwise pipelines. If we find time again to do another free guide series (with new Wwise Event Based Packing) we will consider doing more detailed explanation. Sadly the time it takes to create these tutorials does limit how much detail we can go into.
Hi, apologies its been a long time since we created this guide, This guide mixes UE4 engine audio pipelines and Wwise pipelines together for what was the easiest way to outline the anim tagging pipeline. Firstly ensure you have completed Step 3 as a Add Notify > New Event > note the name of the event you have called it. Then added the new Animnotify to any animation timeline. Then in the Anim BP you should then find the Event name when searching for the same name. If this is not working, when right clicking the BP possibly the Event is hidden, untick the Context Sensitive tick box at the top right of the BP search window. If this is still not working, double check you are using the same versions of Wwise and Unreal 4 that this guide is aimed at (Wwise 2019.1. and Unreal 4.23) Later versions of Wwise can use a brand new implementation pipeline called "Event Based Packaging" which may make this guide obsolete. (Apologies we are unable to verify)
I can't get this to work with a project on Wwise 2019.2.6 for some reason. I've been very careful with all of the steps. In this version the Set Switch function (in the BP section) has a Switch Value input as well, which doesn't appear to be present in the version you're using. I'm not assigning it to anything; but if even if I would, it only seems to be assignable to specific materials and not a switch group anyway. : / Any updates on that? Thanks for the tutorials so far!
Thanks for the comment and point confirmation. Sadly, this guide series was created with (what is now) older versions of Wwise / UE4. This guide series should still be functional with those exact product versions we used. (Wwise 2019.1.4 + UE4.23) Wwise / UE4 pipelines change often with each version update, 2019.2.X is quite different to 2019.1.X Mainly Wwise's "Event Based Packing" pipeline is the major update. (it can be turn off, but differences still occur) BP nodes that Wwise supply has had an overhaul too in the latest versions. which sadly will effect the content highlighted in this guide series :( FYI: We would like to make a new up-to-date guide series for v2019.2.X, but we expect Wwise v2020 / 2021 is probably a month or 2 away... so we are holding off for the moment before considering any new guides.
@@gameaudioresource6853 thanks for that, much appreciated. Yes. And I’ve had many crashes with the Event Based Packaging system as well. Really wishing I had started the project with the older version now. Perhaps AK shouldn’t have thrown it in our faces as the default system just now and waited a little more to fix bugs and such... There are a lot of cases in which the ‘save free’ and ‘generate free’ system doesn’t work either. Many of the changed do not take place without generating through the Waapi Picker still. I’m sure many are itching for a tutorial line on this and thanks for the holy work!
@@EgeDai Yeah it was a bit of a surprise to us all. Most of us got catch out by the Event Based packing changes. Event Based Packing has potential to be a great pipeline for many reasons, but like all new pipelines, it has the odd issue that needs addressing before it works perfectly. Quick points with Event Based Packing that may help: * Sound Banks are no longer needed * Generate Sound Data, will duplicate all Wwise Data into UE4 saving us manually copying data over to UE4, * Events are converted into Uassets = removing sounds bank needs completely. * Ensure you have WAAPI enabled for all the above to work (UE4 Project Settings > Wwise Integration settings) you can also turn off Event Based packing here) * WwisePicker or WaapiPicker is no longer needed. Haha, yeah Event based packing completely breaks this guide series. Much like previous guide series we have created as soon as we released a guide, Wwise is updated with some new functions that makes our guides redundant! So this time round we are waiting for the next major version before doing another guide series ;)
@@neverknowsbest1717 Thanks for the message, With Wwise connected to UE4, then in the Wwise Profiler layout, are you getting any errors or callbacks listed related to the footstep content you have setup locally? (when moving the player character around any map with associated surface types added? )
This is the simplest working tutorial I've found for Unreal & Wwise footstep integreation so far, it's great! One thing I did change was switching from "Line Trace By Channel" to "Capsule Trace By Channel" and making it just a bit smaller than the width of the player (to avoid materials changing when walking up against walls). This is all to stop a little quirk where if the player is standing over the edge of a platform the line trace will hit the lower surface instead of the platform, so the capsule trace makes sure to take the width of the player into account and switch to the material the player is directly standing on top of!
Thats an interesting way to do it, Thank you for adding the info notes on this.
Usually we would expect a line trace under the an actors feet as it is generally the safer way to get the surface type as run time, but its great to hear different ideas of how to get the surface type. Well done :)
Our next tutorial will feature proper Wwise / UE5 pipelines, instead of piggy-banking off of UE anim BP pipelines... but as to when we can actually do the new guide series will be sadly a while off yet.
@@gameaudioresource6853 I'll definitely be sticking around to check out the next tutorials when they do come by. Good work!
Also remember to delete the red AkEvent notify (7:34), or you will hear the post-event from the new blueprint as well as the default footstep stitch in Wwise.
I couldn't figure out why It wasn't working for ages.
Thanks for the great tutorials!
Excellent feedback and thank you for mentioning!
@@gameaudioresource6853 I have been following your tutorials and am looking for some advice regarding spatial audio. What is the easiest way to assign an early reflection aux bus to animnotify events played from FirstPerson_AnimBP? It seems the only way to assign an ER bus is by using an AkComponent.
@@david_s1123 huge apologies for the late reply.
very quick thought of the top of our head.
The quickest way is to assign the ER bus in Wwise to the Event associated hierarchy or Parent Actor-mixer folder
With the container selected attached to the Event, in the General Settings tab > we should usually tick the Use game-defined aux sends to send a reverb effect via volume placement in the world.
However, if you do not select / tick the check box, but instead tick User-Defined Auxiliary Sends (just below it)
Then right click one of the O,1,2,3 entries from the list, you can directly assign the hierarchy to always play the content with the Effects BUS active.
(any effect will work in this pipeline)
but this is a bit of a last resort.
Following info we are not sure if the tutorial Wwise version number had the following options, so you may need to update to a later version of Wwise if not.
However, if you are wishing to Use the Early Reflection / Wwise Reflect plugin and want global use (kind of the same way as Reverb) you can use Spatial Audio Volumes in UE4. This allows the user to add Reverb, Reflect and a Looping ambience in an UE4 volume. (then control the fade off via Acoustic Portals)
Then any sound triggered in the volume will then add the Reflect effect.
You can then assign any Reflect BUS into the General settings tab > Early Reflections > Auxiliary Bus.
We didnt have time to included anything about Spatial Audio Volumes in the tutorial series, (something we planned if we found time to do an advanced tutorial series)
This guide should be okay for the version of Wwise our tutorial series uses
www.audiokinetic.com/library/2018.1.11_6987/?source=UE4&id=usingwwisespatialaudio.html
If you are using a later version of Wwise / UE4 (a few things have changed)
www.audiokinetic.com/library/edge/?source=UE4&id=sa_roomsandportals.html
Apologies, Lots of info above, but we hope the info gets on the path towards your goals
@@gameaudioresource6853 No worries, thanks for getting back to me!
This is a great help, Thanks for the advice.
You are a lifesaver!
Doesnt work anymore. Material doesnt switch
Would be great if you could explain what all those BP components do....
Thanks for the comment,
You can learn a huge load of info from UE4 official tutorials here:
docs.unrealengine.com/en-US/ProgrammingAndScripting/Blueprints/Scripting/index.html
And the basics of Wwise nodes/scripting related here:
www.audiokinetic.com/library/edge/?source=UE4&id=features_blueprint.html
We hope the above help give a little more info.
Using Wwise and UE4, you will reach a limitation point where scripting (Blueprints) or if possible coding will become needed.
Blueprints are an interesting solution, but can take a bit of practice to get used to.
It is will worth integrating Wwise into one of the UE4 free demo projects, then searching for UE4 audio engine content, then replacing with Wwise pipelines.
If we find time again to do another free guide series (with new Wwise Event Based Packing) we will consider doing more detailed explanation. Sadly the time it takes to create these tutorials does limit how much detail we can go into.
Wow. Unreal is sooo long winded, just for footsteps.
Thanks a lot! So how can i integrate my Wetness Switch wich is controlling the material switch in this system?
Hi, I can't get that add anim notfiy event showing on my Blueprint
Hi, apologies its been a long time since we created this guide,
This guide mixes UE4 engine audio pipelines and Wwise pipelines together for what was the easiest way to outline the anim tagging pipeline.
Firstly ensure you have completed Step 3 as a Add Notify > New Event > note the name of the event you have called it. Then added the new Animnotify to any animation timeline.
Then in the Anim BP you should then find the Event name when searching for the same name.
If this is not working, when right clicking the BP possibly the Event is hidden, untick the Context Sensitive tick box at the top right of the BP search window.
If this is still not working, double check you are using the same versions of Wwise and Unreal 4 that this guide is aimed at (Wwise 2019.1. and Unreal 4.23)
Later versions of Wwise can use a brand new implementation pipeline called "Event Based Packaging" which may make this guide obsolete. (Apologies we are unable to verify)
Awesome, thank you
I can't get this to work with a project on Wwise 2019.2.6 for some reason. I've been very careful with all of the steps. In this version the Set Switch function (in the BP section) has a Switch Value input as well, which doesn't appear to be present in the version you're using. I'm not assigning it to anything; but if even if I would, it only seems to be assignable to specific materials and not a switch group anyway. : / Any updates on that? Thanks for the tutorials so far!
Thanks for the comment and point confirmation.
Sadly, this guide series was created with (what is now) older versions of Wwise / UE4. This guide series should still be functional with those exact product versions we used. (Wwise 2019.1.4 + UE4.23)
Wwise / UE4 pipelines change often with each version update, 2019.2.X is quite different to 2019.1.X
Mainly Wwise's "Event Based Packing" pipeline is the major update. (it can be turn off, but differences still occur)
BP nodes that Wwise supply has had an overhaul too in the latest versions. which sadly will effect the content highlighted in this guide series :(
FYI: We would like to make a new up-to-date guide series for v2019.2.X, but we expect Wwise v2020 / 2021 is probably a month or 2 away... so we are holding off for the moment before considering any new guides.
@@gameaudioresource6853 thanks for that, much appreciated. Yes. And I’ve had many crashes with the Event Based Packaging system as well. Really wishing I had started the project with the older version now. Perhaps AK shouldn’t have thrown it in our faces as the default system just now and waited a little more to fix bugs and such... There are a lot of cases in which the ‘save free’ and ‘generate free’ system doesn’t work either. Many of the changed do not take place without generating through the Waapi Picker still. I’m sure many are itching for a tutorial line on this and thanks for the holy work!
@@EgeDai Yeah it was a bit of a surprise to us all. Most of us got catch out by the Event Based packing changes.
Event Based Packing has potential to be a great pipeline for many reasons, but like all new pipelines, it has the odd issue that needs addressing before it works perfectly.
Quick points with Event Based Packing that may help:
* Sound Banks are no longer needed
* Generate Sound Data, will duplicate all Wwise Data into UE4 saving us manually copying data over to UE4,
* Events are converted into Uassets = removing sounds bank needs completely.
* Ensure you have WAAPI enabled for all the above to work (UE4 Project Settings > Wwise Integration settings) you can also turn off Event Based packing here)
* WwisePicker or WaapiPicker is no longer needed.
Haha, yeah Event based packing completely breaks this guide series.
Much like previous guide series we have created as soon as we released a guide, Wwise is updated with some new functions that makes our guides redundant!
So this time round we are waiting for the next major version before doing another guide series ;)
@@gameaudioresource6853 had to learn those the hard way! Thanks :)
@@EgeDai is it working for you?
Wow, Thanks!
Thank you works great
Grate! T_U
I get an infinite loop error from this
edit no error but now i dont get sound
@@neverknowsbest1717
Thanks for the message,
With Wwise connected to UE4, then in the Wwise Profiler layout, are you getting any errors or callbacks listed related to the footstep content you have setup locally? (when moving the player character around any map with associated surface types added? )