WWISE 2022 & UNREAL ENGINE 5 Integration : Easier Than You Think!
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- Опубликовано: 1 авг 2024
- In this video I will show you how to easily incorporate Audio Kinetic’s WWISE 2022.1.4 into Epic Games’ Unreal Engine 5.1
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 intro your Unreal Session, use the new “WWISE PICKER” feature… and post events or “game calls” into your Unreal Blueprints to reference the sounds.
Check out audio Kinetics Website for more info on WWISE:
Also, here is a great resource I referenced in the video about “Event Based Packaging”:
abovenoisestudios.com/blogeng...
Be blessed!
00:00 Intro
00:26 - Create Unreal Project
01:01 - Install Wise into Unreal Session
01:40 Make WWISE Assets
05:55 Check Unreal for Integration Success
07:55 Event Based Packaging
09:47 WWISE Pickers Interface
10:52 Post WWISE Events aka “Game Calls”
11:43 Creating a Blueprint Actor - Cube to Spawn Laser Sounds
16:25 Pitch Randomize Music Track
17:30 Conclusion
#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. - Видеоклипы
Hey all! I just uploaded a NEW video on WWISE 2022.1.8 & Unreal Engine 5.2:
ruclips.net/video/85tvojxLzrU/видео.html
Thank you so much for sharing this! That re-routing & shift to event based packaging piece is gold.
Thanks for the comment! I never would have imagined this video getting as many views as it has so far lol!
Incredible, thank you so much for this.
Man, it's the real gold right here! I spent for two days trying to connect and stack all the stuff together without any result... But now it's ok after watching your tutorial. Thank you so much and have a great day!
Awesome man! So glad it helped!
Thank you so much, I was struggling on how to integrate Wwise into UE5!!
Glad it helped!! Thanks for the comment
Bro. YES!!! Saving this for later
This is literally perfect....Thank you so much.
It’s much easier now than it used to be! Everything is evolving so fast!!
@@brianmichaelfuller thats why i think i couldnt find what i was looking for. Everyone keeps saying how its so different than what it used to be, and AudioKinetic's documents arent up to date yet. You really did exactly what needed to be done in this video lol. If you have some kind of patreon or something, lmk. This is super valuable info. No one has this online rn.
@@theinfamousches1258 Thanks man! Just spread the word so I can keep making content! Appreciate you
Brian, thank you for sharing your knowledge. At a high level (even a brief summary), what are your favorite things about Wwise over the built-in UE5 audio capabilities?
I actually prefer the Unreal MetaSound Engine over WWise when it comes to usage and implementation. Obviously WWise is way more mature of a program but I think eventually it will be replaced by Metasounds. Wise is pretty complicated and anytime you use third party middleware it makes the process a lot more involved. I’m not an expert by any means but my guess is that in the next few years Unreal will have all of the features of Wise and more… built in
@@brianmichaelfuller Thanks for your timely insight into the longer-term! Really appreciate it.
Event Based Packaging has been discontinued since Wwise 2022. It had so many bugs and problems when packaging the game. It is no longer a feature and it's not recomended to use with older version. But Wwise Picker and Auto Sync are now default in the integration.
Thanks for the info. Wwise Picker for the win!!
Cheers for this info Brian, saved me loads of time. Do you have any info or a tutorial on adding object attenuation, as in balance and pan of an omitter? I know how to do this in WWise but syncing the Unreal part is a where I get stuck. Thanks again..
ruclips.net/video/mzvHjLVlRWU/видео.htmlsi=RZJ3_PKFqV6qxp5z
@@brianmichaelfuller Cheers Brian.. Much appreciated!
This is amazing, Brian! Thank you so much!
I encountered a little problem though, after setting a path for SoundBanks in both UE and Wwise, and generating the SoundBank in Wwise, Unreal froze, and I can't open it now. It stuck on 75% and not moving.
Is it something you've seen before? Do you maybe know how can I fix it?
Woah that’s weird. Never seen that but I’ve definitely had the Engine crash on me before. Try creating a new session, maybe it got corrupted.
Now, without using Wwise, it is possible to implement all of the work you showed in the video using Unreal 5's Metasound and Blueprints. Is there a specific reason to use Wwise? And if I make a lot of money from a project I've worked on, is there a risk of having to share some of the profits with Wwise? What are the benefits of using Wwise?
Yes. You can do all of that with Metasounds. Check out my MetaSound 101 videos. It’s super easy! Many game developers have used Native Unreal audio for their games
Where you have Wwise Picker mine says Wwise browser. Are they the same thing? I'm using Unreal 5.2.
I haven’t used it in 5.2 but that’s probably correct.
Wwise folder is not appearing in Unreal project. Using Unreal 5.2.1 and Wwise 2022.1.7. Wwise Browser is present instead of Wwise picker. started a fresh project on both programs, and followed your instructions. also wwise plugin is enabled on unreal. :O
So this video is specifically for 5.1 - since you are in 5.2 there may be some conflicts. www.audiokinetic.com/en/library/edge/?source=UE4&id=installation.html
ruclips.net/video/85tvojxLzrU/видео.html
I am using UE 5.3 And after generating the banks and checking in the Unreal Project, the WwiseAudio Folder wasn't there. Therfore I could not complete the other steps
Which version of WWISE are you using? 2022.1.8 or 2023 Beta?
I am using 2022.1.8@@brianmichaelfuller
Great tutorial! I am struggling with UE5.2 however, and have encountered an error I don't understand for two separate projects. The error messages I have found that seem similar between my two projects are as follows:
*UATHelper: Packaging (Windows): Wwise SoundEngine is disabled: Using the null SoundEngine.*
^
^In response to this, I created a test project that used auto-defined soundbanks and posted a single event at the beginning of playmode. When I built this time, I got the following message below.
*UATHelper: Packaging (Windows): LogAkAudio: Display: Wwise SoundEngine is disabled: Running a commandlet.*
I am unsure what it means by "Wwise SoundEngine is disabled..." Any thoughts are appreciated!
Make sure that you selected the WWISE audio engine instead of the Unreal engine audio…. Or at least select “BOTH”
@@brianmichaelfuller are you referring to the experimental build option? I made sure to select ‘both’
This video was based off of UE5.1 I haven't actually tried it in 5.2 yet. I know they changed a few things@@baggonotes
@@brianmichaelfuller Good to know, thank you! If I uncover anything, I'll post an update.
That would be great in case others have the same issue! Thank you @@baggonotes
Wwise won't appear in my Unreal project. I also don't have Wwisepicker for some reason. Do you know why this is?
Which versions are you using of both programs? I would go back and start with two blank projects first and duplicate all of my steps. And then see. Also look at your plugins in Unreal and make sure all the right plugins are enabled for audio features.
@@brianmichaelfullerThanks for the response! I'm using Wwise 2022.1.7.8290 and Unreal Engine 5.2. I checked to see if they're compatible, and they are according to the launcher. However, I'm still unable to find my soundbank in Unreal and I'm unable to create an AK Soundbank as well. I followed every step but it comes to a halt when it's time to look for my soundbank in Unreal :( I'll download the versions you have and try again!
I've used the versions you have and have followed each step -- still no Wwise audio popping up in the content drawer. Wwise Integration is enabled too. Am I missing something?
Check out this page from Audio kinetic... maybe you'll see something helpful. www.audiokinetic.com/en/library/edge/?source=UE4&id=installation.html
@@hiddenparad0x657
Hello, thanks to the vedio but I met the same problem that @hidden met. I have seen the website to install the wwise and plugin into UE5. And do the same step in wwise to create audio and event, then I can't see any soundbank in the unreal content broswer. I am using 2022.1.7.8290 of wwise and 5.0.3 for unreal. Thank you so much for helping@@brianmichaelfuller
bro i need help how i can install Opus codec ??
Sorry! I’ve never used Opus before.
@@brianmichaelfuller i go to their site and i find it , u can google it by ur self i try like six wwise and i cant find it but if u watch there videos they have it beside vorbis and pcm just google this "Lesson2 Audio File Compression" and this "Integrating Codec Plug-Ins" u can find some info