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VRLuis
11 years agoHonored Guest
Audio SDK, UE4, and Wwise integration
So I followed this tutorial to integrate wwise into ue4 https://www.youtube.com/watch?v=fB42PCIzj7c
and it worked pretty well he forgot to mention that you need to generate the soundbank but thats also me being a noob. Now I am trying to integrate the audio sdk into wwise which I did by following the documentation but ran into some confusion here: https://developer.oculus.com/documentat ... tegration/
I dont know where to "Add the commented-out code at the bottom of the file OculusSpatializer.h file to the code where the Wwise run-time is being initialized".
I thought turning on the Oculus plugin was enough but I'm not sure what is supposed to happen. Does anybody have experience with the audio sdk and unreal?
and it worked pretty well he forgot to mention that you need to generate the soundbank but thats also me being a noob. Now I am trying to integrate the audio sdk into wwise which I did by following the documentation but ran into some confusion here: https://developer.oculus.com/documentat ... tegration/
I dont know where to "Add the commented-out code at the bottom of the file OculusSpatializer.h file to the code where the Wwise run-time is being initialized".
I thought turning on the Oculus plugin was enough but I'm not sure what is supposed to happen. Does anybody have experience with the audio sdk and unreal?
4 Replies
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- DaveDriggersAdventurerHi,
We will be including documentation for the Wwise UE4 integration in our 1.0 release, which should be in a couple of weeks.
I can tell you what I know so far, but this hasn't been fully tested/investigated. You'll need the UE4 source code. Add the code from OculusSpatializer.h to AkAudioDevice.cpp, after AK::SoundEngine::RegisterAllBuiltInPlugins(). As long as everything succeeds, you should be good to go. You can attach the Wwise profiler to your game and watch the voice graph to make sure the Oculus Spatializer is getting activated.
Hope that helps!
-dave - VRLuisHonored GuestThanks Dave! That part was tripping me up. Am I supposed to copy the OculusSpacializer.h anywhere in the engine?
- DaveDriggersAdventurerIt should go in AkAudioDevice.cpp, in FAkAudioDevice::EnsureInitialized(), after this line:
AK::SoundEngine::RegisterAllBuiltInPlugins();
// OCULUS START
... - VRLuisHonored GuestI'm sorry I meant actually copying and pasting the header into a folder directory in UE4 but I now understand I just need to copy over the code inside of it.
After copying am I supposed to copy over the following into the begining of AkAudioDevice.cpp?
I did and compiled and everything built successfully so I dont know if its needed or not.
#ifndef _OCULUSSPATIALIZER_H_
#define _OCULUSSPATIALIZER_H_
#include <AK/SoundEngine/Common/IAkPlugin.h>
const unsigned long AKEFFECTID_OCULUS = 266;
const unsigned long AKEFFECTID_OCULUS_SPATIALIZER = 146;
const unsigned long AKEFFECTID_OCULUS_SPATIALIZER_ATTACHMENT = 501;
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