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0 votes

Hello,

(Sorry for my bad English)

 

I’m Mathieu, game designer, I work on Unreal since several months for professional use.

I’m a noob in code (just a Game Designer you know), I just now a little bit of AS3, master the visual scripting system of the deceased "Virtools", doing simple integrations in C# for Unity, and I’m learning Blueprint since 3 months (10 hours per day, 6 days per week). Just to explain my poor level in code, but my big motivation and my seriousness.

My project is to create a game for Android. But I had a problem: most of the features of Unreal audio system, do not work on Android for the moment (pitch, volume, etc. essential things so)… And it’s not all, if I use more than 4 for sounds (in a blank project), there’s potential crashes… so it was impossible to deal with it, and I searched third-party softwares to work with.

 

I first tested Fmod, because the Sound Designer I work with is already using it. But after a week of searching and testing, I never find how to use it with UE4.10 on Android.

I then turned to Wwise: the site looks professional + « Rare and Kojima prod are using it » + there’s a free trial = let’s try it!

But after 3 full days of trying again and again to just integrate it in UE 4.10, I did not succeed…

I like to search for a long time before asking question (because it’s always annoying when a noob start by asking things before trying… ^^) but I think I’m blocked now.

 

Here is the steps I did (by mixing the informations of the site and more precise steps from old youtube tutorials):

1. I started by following the requirements:

  • Download: UE 4.10 from github

  • Install: Wwise v2015.1.4 build 5497

  • Download: Wwise Unreal Engine integration from github

  • Install: Visual Studio 2013 community (I checked all the boxes in Installation)

2. Unzip UE 4.10 
3. Launch Setup.bat (with "-include=Android" in the command to provide the Android build)
4. Launch GenerateProjectFiles.bat
5. Launch UE4.sln in Visual Studio and:
  • Verify that "Development Editor" and "Win64" are selected

  • Right-click on UE4 > Build

6. Unzip the Wwise integration file in Unreal Engine folder (confirm overwrite files)
7. Copy folders from Wwise installation to Unreal Engine ("include", "samples/SoundEngine", "Win32_vc120", "x64_vc120", and android folders)
8. Launch UE4.sln in Visual Studio > Rebuild
9. Launch GenerateProjectFiles.bat
10. Launch UE4.sln in Visual Studio > Build
11. Open the WwiseDemoGame in Wise and:
  • Click on Remote
  • Double click on my computer in the list to start recording
  • Go to Layouts > Profiler
12. Open the WwiseDemoGame directly by launching the "WwiseDemoGame.uproject" file
 
And when I shoot, or activate interactive elements, I don't hear any sound, and I have errors in the Wwise Profiler: 

"Event ID not found"

"Failed posting event: *name of the event*"

(screenshot)

 

I also tried with a Wwise blank project. I followed the Wwise steps of this video. Then I created a UE 4.10 blank project, set the path of the *.wproj of my Wwise blank project in "Project Settings > Wwise > Wwise Project Path", and Drag & Drop my event from Wwise to UE content browser. 

When I right-click on my event in UE and click "Play" = there's no sound, and an error in the Profile.

Then I tried to click on Import > Select my bank *.bnk file > Double-click on my event in the UE content browser > select the bank in the "Required Bank" field > save > right-click on my event in UE and click "Play" = there's no sound, and an error in the Profile.

 

Maybe I just have to do a simple noob step to resolve the equation, I don't know, please help me (and maybe many people in the same situation).

So my questions are: 

A - How can I fix the integration?

B - Is there best practices for using Wwise with UE4? Like the good place to put the Wwise project in the UE4 project, what files are needed in the UE "content" folder to work, etc.

C - Is there tutorial somewhere or can you explain me: how can we import sounds from a Wwise project to Unreal? 

D - Is there tutorial somewhere or can you explain me: how can we use Wwise in blueprint? How can I tweak Audio Parameters? (Maybe when my integration will work, I could just check the WwiseDemoGame and try to understand how it used)

E - After this simple test on Windows, my goal is to build on Android. Is there other step I have to follow to use Wwise with UE4.10 on Android? (I already learn that I have to add the platform when I create the Wwise project, and I have to check the good platform when I generate the bank)

 

Thank you very much, I hope I can use Wwise in my game, buy a license, sell a great game, and make many people have fun.

in General Discussion by Mathieu L. (100 points)

1 Answer

+2 votes
First off in your integration, you stated you are using VS 13... Update to 15. UE4 specifically asks to use that, for 4.10 and higher.  I am surprised it didn't crash for you in all honesty

A: Here is a tutorial that I made on how to install it, entirely.

https://www.youtube.com/watch?v=dO2Utr_3y6c&index=2&list=PLXcN8H6bykzFm3CUmAELdXm0Xhhv-Onxp

Just change Vc120 to 140.

Once it is installed be sure to GENERATE SOUND BANKS, which could also be your problem.

 

B: I place my Wwise folder in the same place that I put my project folder...but that is up to you personally. All UE4 needs is a file path connection and sound banks to communicate with Wwise.

 

C & D: https://www.youtube.com/watch?v=dO2Utr_3y6c&index=2&list=PLXcN8H6bykzFm3CUmAELdXm0Xhhv-Onxp

here are tutorials I have done. I don't know if they are best practices but a start.

 

E: I haven't done that sorry mate

 

Hopefully this helps you!

 

-Rob
by Robert M. (4.6k points)
https://www.youtube.com/watch?v=fB42PCIzj7c

here is another tutorial, if you need it
Hello Rob, thank you very much for your reply!

A : That's the tutorials I followed to do my tests. ;)

I don't understand when you say "Just change Vc120 to 140."
You mean : I need to rename folders "Win32_vc120" to "Win32_140" and "x64_vc120" to "x64_140" when I copy them ?

About "Generate Sound Banks": I just have to do it in Wwise? or I also have to copy *.bnk files into the UE content browser?

C&D : thank you I'll watch all of them ! :)
When I say vc120 and 140, there is a specific file you need to download. When you install wwise be sure to check VS 2014/15 files.

As for generate sound banks in UE4 there is a a drop down right next to the build tool. In there is generate sound banks.

http://joehudsonsounddesign.com/wp/wp-content/uploads/2015/05/Downloading-Wwise.png

this pic shows where you DL the SDK. There is one labeled 2014, and 15... get both. that will download the VC140
Thank you very much!
I'll try to reinstall all with all your advices.
...