HOW TO INTEGRATE WWISE AND UNREAL!

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  • เผยแพร่เมื่อ 26 ส.ค. 2024

ความคิดเห็น • 9

  • @jbreezej3365
    @jbreezej3365 2 ปีที่แล้ว +2

    Hey, thank you for taking the time to put this together, great tutorial, well laid out and explained

  • @JohnBrooks9995
    @JohnBrooks9995 2 ปีที่แล้ว +2

    Helpful, useful, fantastic, and very entertaining

  • @mo15127
    @mo15127 ปีที่แล้ว +1

    Hiya! I'm having a bit of a problem: when I have generated the soundbanks all of that and go into unity to create an "audiokinetic bank", the option to actually create one does not pop up. The only options I see are: "Audiokinetic Auxiliary Bus", "Audiokinetic Event", "Audiokinetic Game Parameter", "Audiokinetic Texture", and lastly "Audiokinetic Trigger".
    After adding one of the events from the Wwise Picker and clicking on edit, I cannot see the option "Localized Platform Asset Data Map" nor a "Required Bank" option for adding in a soundback.
    Would anyone be willing to help me?

  • @ivangjorgievski8937
    @ivangjorgievski8937 2 ปีที่แล้ว +1

    Just a question, was there something like an "event recorder" in WWISE? So you actually play the project and WWISE auto captures events in terms of clicks, jumps... etc. And then you just attach the sounds to those events?

    • @ArcitecAudio
      @ArcitecAudio  2 ปีที่แล้ว

      Hi Ivan! Sorry for the late reply! If im understanding correctly, your looking for a way for WWise to "detect" game calls automatically from events that have been already programmed in the game engine like a " button press" for a jump and then show them to you in Wwise so that you know which events to implement. As far as i am aware, there is no way for Wwise detect any events thats have been programmed in the game engine unless you have them linked as an event and placed into the appropiate soundback beforehand. Wwise cannot capture or detect any game calls in the game engine alone because you normally have to create the audio event and build the soundbank and link it with the Game engine to the game call first. Once you do that, there is a feature in Wwise that will help you find and monitor the event called "connect to remote platform" and "start audio capture". In your in the profiler view with the feaures connected, it will help you in debugging any sounds connected to Wwise and whatever game engine(Unreal or Unity) that you already put into the game. Hope that helps, if i misunderstood, feel free to message back and ill see how i can help!

  • @nandocordeiro5853
    @nandocordeiro5853 2 ปีที่แล้ว +1

    As a sound designer and not a game programmer, do I need to have unreal installed for this to work properly? Or is there a way to work on things in wwise then export that to the game programmer for them to put in the game?

    • @ArcitecAudio
      @ArcitecAudio  2 ปีที่แล้ว

      Yeah so you can totally work on your project in Wwise without it being integrated with any game engine! Just keep in mind that the programmer will have to have Wwise and Unreal installed on their computer in order to do the whole integration process. If youre unable to install Unreal, you can work the project out by just sharing the Wwise project files with the programmer after your done with them however if we are being realistic, i think finding a way to implement the sounds on your own gives you the most control and generally most programmers are not familiar with Wwise.