Here you will find tutorials, guides, code snippets, and general information about Game Audio.
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Keywords: Unreal Engine, C++, Blueprints, Wwise, FMOD, Middleware
Post MIDI On Event in Wwise and Unreal Engine
In this blog post, I show how to use Wwise MIDI functionality to trigger sample accurate fire weapon sounds. I also show how to use the AK::SoundEngine::PostMIDIOnEvent function in C++ to create a sample-accurate MIDI sequence. Additionally, I show how to set up a callback function from the audio engine to drive non-audio gameplay actions.
2D Audio Listener for Music and UI in Unreal Engine and Wwise
This blog post shows how to register a 2D (Non-Spatial Audio) listener and a Wwise Object to post Music and UI sounds that don’t require 3D positioning in the Game World. These Wwise objects are registered using an audio Manager and don’t get destroyed on level transitions, which means that audio playback won’t be interrupted.
Spatialization #1 in Unreal Engine and Wwise (Blueprints and C++)
This blog post shows you four different audio spatialization techniques in Unreal Engine 5 and Wwise. In this post I will show how to implement a 3D Sound, a Cone Attenuated Sound, a Multi-Position Sound, and a sound that follows the listener using an Spline Component.
Footsteps Audio System in Unreal Engine and Wwise (Blueprints and C++)
This blog post shows you how to create a footsteps audio system in Unreal Engine 5 and Wwise. This system uses a line trace spawned from the Player Character's location down to the floor. This line trace will gather information about the Physical Material of the surfaces and set Ak Switches to change the type of footstep sounds.
Wwise Events in Unreal Engine 5 (Post Event) - Game Audio Basics
This blog post will guide you on how to play “post” a Wwise Event in Unreal Engine 5 using Blueprints and C++ code. We will create a simple one-shot type event and a looping music type event. Additionally, I will give you a simple algorithmic design to handle the triggering behavior of these events.
Wwise Properties in Unreal Engine 5 - C++ (Events, States, RTPC’s, and more…)
This blog post is a simple guide about the essential Wwise Properties we need to create our audio systems in Unreal Engine 5. We will learn what they are, what they do, and how to define/declare them in C++ and then expose them to Blueprints.
Unreal Engine 5 and Wwise Integration (Blueprint & C++)
This is a simple guide on integrating the Wwise plugin with Unreal Engine 5 using the latest Event-Based Packaging method recommended by Audiokinetic.