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+1 vote

This question was asked elsewhere and reposted here to benefit everyone. 

For game audio students how do you retrieve a list of audio assets in e.g. Wwise Adventure Game, so that they can produce their own sounds based on an Excel sheet of assets, and then later replace them in the Wwise project?

in General Discussion by Mads Maretty S. (Audiokinetic) (40.2k points)

1 Answer

+1 vote

Here are two suggestions for ways to retrieve a list of audio assets.

Solution 1: The File Manager
This will most likely be the quickest way to get all audio assets in our project, and here you even see the assets from plugins like Convolution Reverb, in case you want to record your own Impulse Response. 
Go to Project > File Manager > Source Files, click "Copy to Clipboard" and then paste it into your Excel sheet. 

Solution 2: WAQL
With WAQL you can completely define the conditions of the asset list you'd like to retrieve. For instance, say you want to retrieve all assets used in-game.
For that, we could just find all events, select the targets of the Play Action (1) and get the descendants. 
Open the List view > and paste in this WAQL sentence...
$ from type Action where ActionType = 1 select target select descendants
... then click "Copy to Clipboard" and paste it into your Excel Sheet.
The benefit of using WAQL is that you can easily modify the list if you only want e.g. audio sources by adding: where type = "audiofilesource" 

Learn more about WAQL here https://www.audiokinetic.com/en/library/edge/?source=SDK&id=waql_reference.html

by Mads Maretty S. (Audiokinetic) (40.2k points)
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