Forum Discussion
VRLuis
10 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...
VRLuis
10 years agoHonored Guest
I'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;
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;
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 8 months ago