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
    ******
    My Website:
    www.fullertime.com
    *****
    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.
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Комментарии • 50

  • @brianmichaelfuller
    @brianmichaelfuller  10 месяцев назад +1

    Hey all! I just uploaded a NEW video on WWISE 2022.1.8 & Unreal Engine 5.2:
    ruclips.net/video/85tvojxLzrU/видео.html

  • @ARAudio_
    @ARAudio_ Год назад +2

    Thank you so much for sharing this! That re-routing & shift to event based packaging piece is gold.

    • @brianmichaelfuller
      @brianmichaelfuller  Год назад

      Thanks for the comment! I never would have imagined this video getting as many views as it has so far lol!

  • @skeletonpraxis5093
    @skeletonpraxis5093 10 месяцев назад +1

    Incredible, thank you so much for this.

  • @alexanderfilatov2867
    @alexanderfilatov2867 11 месяцев назад +2

    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!

  • @TQT1995
    @TQT1995 Год назад +1

    Thank you so much, I was struggling on how to integrate Wwise into UE5!!

  • @theinfamousches1258
    @theinfamousches1258 Год назад +1

    Bro. YES!!! Saving this for later

  • @theinfamousches1258
    @theinfamousches1258 Год назад

    This is literally perfect....Thank you so much.

    • @brianmichaelfuller
      @brianmichaelfuller  Год назад +1

      It’s much easier now than it used to be! Everything is evolving so fast!!

    • @theinfamousches1258
      @theinfamousches1258 Год назад +2

      @@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.

    • @brianmichaelfuller
      @brianmichaelfuller  Год назад

      @@theinfamousches1258 Thanks man! Just spread the word so I can keep making content! Appreciate you

  • @torley
    @torley 10 месяцев назад

    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?

    • @brianmichaelfuller
      @brianmichaelfuller  10 месяцев назад +1

      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

    • @torley
      @torley 10 месяцев назад +1

      @@brianmichaelfuller Thanks for your timely insight into the longer-term! Really appreciate it.

  • @davidtambussi3208
    @davidtambussi3208 11 месяцев назад +2

    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.

  • @gardynestudio8354
    @gardynestudio8354 Месяц назад +1

    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..

    • @brianmichaelfuller
      @brianmichaelfuller  Месяц назад

      ruclips.net/video/mzvHjLVlRWU/видео.htmlsi=RZJ3_PKFqV6qxp5z

    • @gardynestudio8354
      @gardynestudio8354 Месяц назад +1

      @@brianmichaelfuller Cheers Brian.. Much appreciated!

  • @user-ol1nm6ws3e
    @user-ol1nm6ws3e Год назад

    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?

    • @brianmichaelfuller
      @brianmichaelfuller  Год назад

      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.

  • @Kaka-ub8pn
    @Kaka-ub8pn Год назад

    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?

    • @brianmichaelfuller
      @brianmichaelfuller  Год назад

      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

  • @flownad6
    @flownad6 11 месяцев назад +1

    Where you have Wwise Picker mine says Wwise browser. Are they the same thing? I'm using Unreal 5.2.

    • @brianmichaelfuller
      @brianmichaelfuller  11 месяцев назад

      I haven’t used it in 5.2 but that’s probably correct.

  • @imranomarr
    @imranomarr 10 месяцев назад

    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

    • @brianmichaelfuller
      @brianmichaelfuller  10 месяцев назад +1

      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

    • @brianmichaelfuller
      @brianmichaelfuller  10 месяцев назад

      ruclips.net/video/85tvojxLzrU/видео.html

  • @dariobeckmann4716
    @dariobeckmann4716 10 месяцев назад

    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

    • @brianmichaelfuller
      @brianmichaelfuller  10 месяцев назад

      Which version of WWISE are you using? 2022.1.8 or 2023 Beta?

    • @dariobeckmann4716
      @dariobeckmann4716 9 месяцев назад

      I am using 2022.1.8@@brianmichaelfuller

  • @baggonotes
    @baggonotes 10 месяцев назад

    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!

    • @brianmichaelfuller
      @brianmichaelfuller  10 месяцев назад +1

      Make sure that you selected the WWISE audio engine instead of the Unreal engine audio…. Or at least select “BOTH”

    • @baggonotes
      @baggonotes 10 месяцев назад

      @@brianmichaelfuller are you referring to the experimental build option? I made sure to select ‘both’

    • @brianmichaelfuller
      @brianmichaelfuller  10 месяцев назад +1

      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

    • @baggonotes
      @baggonotes 10 месяцев назад

      @@brianmichaelfuller Good to know, thank you! If I uncover anything, I'll post an update.

    • @brianmichaelfuller
      @brianmichaelfuller  10 месяцев назад +1

      That would be great in case others have the same issue! Thank you @@baggonotes

  • @hiddenparad0x657
    @hiddenparad0x657 10 месяцев назад

    Wwise won't appear in my Unreal project. I also don't have Wwisepicker for some reason. Do you know why this is?

    • @brianmichaelfuller
      @brianmichaelfuller  10 месяцев назад

      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.

    • @hiddenparad0x657
      @hiddenparad0x657 10 месяцев назад

      @@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!

    • @hiddenparad0x657
      @hiddenparad0x657 10 месяцев назад

      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?

    • @brianmichaelfuller
      @brianmichaelfuller  10 месяцев назад

      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

    • @FrankF-qq3iq
      @FrankF-qq3iq 10 месяцев назад

      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

  • @giovannigiorgio2262
    @giovannigiorgio2262 10 месяцев назад

    bro i need help how i can install Opus codec ??

    • @brianmichaelfuller
      @brianmichaelfuller  10 месяцев назад

      Sorry! I’ve never used Opus before.

    • @giovannigiorgio2262
      @giovannigiorgio2262 10 месяцев назад

      @@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