Learning WWise with Unreal Engine 5 | L08 Wwise 2023 / Unreal 5.3 Update

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hello welcome to the next episode of the series I was trying to update the Unreal Engine and the wise to the newest and the latest version of this the the first version of the project was at the 5.0 unre engine and wise 2021 but since then a lot of cod change a lot of the uh the engine iterated itself with the Epic so I recently bumped the project to the latest and I'll show what has changed in code and how to bump in your project unless you get the latest and the get up so as I demonstrate there it's it still makes the right sounds in the world but audio ktic decided to deprecate a couple things which one of them is my favorite the execute action on ID was previously in U AK gameplay Statics but it's no more in there instead now we can use sound engine directly and you might ask how this is just a a code snippet there but there's something you have to do before building the project otherwise it's not going to build at all let me close the build first then go to the build of the project previously we only add AK audio into the public dependencies now we have to add Y sound engine to and that's basically it then uh wherever we use execute action on playing ID is dicated and kind of moved to Y sound engine API this is what we reached by the sorry where is this the sound engine i w sound engine API gets it returns us the sound engine API and the sound engine API has the functionalities in there including my favorite execute action on event or playing ID I guess playing ID is there too yeah stop playing ID execute action on playing ID but there is significant change in between U AK gameplay Statics and sound engine you should think about like this U gameplay Statics uses Unreal Engine to control sound engine but the sound engine itself doesn't really care which uh which game engine you're using then purely works with wi or the wise constants wise parameters or the classes okay let's let's focus on how to convert U gameplay Statics execute action on playing ID to continue using execute action on playing ID with sound engine instead of U gameplay settings there are two ways of doing this we can continue U gameplay Statics and post event and create an event that stops the playing thing how we can do that we can just go to the events there's like a where is this so yeah this is play Firebase what you can do you can just create another one like another event call it Firebase stop and basically you can get oops it seems you can't get it like that the idea is just getting the Firebase yeah so the idea is this one plays and this one stops so post event doesn't mean play event so this post event posts Firebase and this plays Firebase and this one stops Firebase so one thing we can do instead of this we can just re gameplay settings post events inste of ice skill ice skill stop that's one thing another thing instead of UK gameplay Statics we can go to reach the sound engine so the sound engine still allows us to execute actional playing ID and this very very much the same as the U game play play ID one this one but the challenge there if you want to use sound engine and post event by that you have to get the audio kinetic elements of the unreal uh counterparts let's walk with that one I had to add couple things in the Wizard character class so let's jump on the post event function first oh yeah also there are multiple apis in the backend so if it's a n API nothing happens if it's 2022 or 2023 they're very identical so this one gets AK game object ID AK unique ID is event ID it's very easy to get there also U flx the rest is same as the U gameplay Statics the only thing bothering is how to get game object ID from a class or actor so first thing first it has to has a game object U game object in case if there is not none you can just create one and you can create a function to get that game object from that class and in the code SES of visit character whenever we try to get the AK game object if that game object is null you can create a game object of by the new objects U game object Point function then this part is important after you creating the game object you have to register this game object to sound engine so after getting the initialization of the game object you can return this game object to wherever you need for this instance we want to use that for footsteps playing footsteps with using sound engine API directly instead of uak gameplay settings so we already created M footsteps event as a u audio event it is fine uh just get this U game object by getting the opening actor casting the wizard character then get AK game objects which is this function that returning me to game object then previously we could just send in U gameplay Statics to M footsteps event as U event but in here we need to get is short ID which is you can just get a uh with the function and after getting the U game object you can C the get AK game object ID which is coming from AK game object class so it's in Wise uh classes you have you don't have to worry about that then that's it that's it you you should also check if the sound API is there all the time let's repeat one more time U gameplay Statics don't doesn't have execute action on playing ID anymore if you want to stick with execute action or playing ID you should use sound engine as I showed in I guess there yeah this line Looks well does well sound engine only uses the wi scope U gameplay Statics use unreal scope this is another thing and yeah I guess that wraps the upgrade path of the project that's the village project I've been uh demonstrating my tutorials if you have any other issues with the project or require some help you can just ping me in LinkedIn I'm I'm very open person you can reach me anytime can send me a mail or something and I guess that's it thanks for joining and have a nice day
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Channel: Omnisepher Game & Sound
Views: 278
Rating: undefined out of 5
Keywords: game audio, game audio design, game audio analysis, sound design, wwise, wwise unity tutorial, wwise unity integration, audio programming, audio, c# tutorial, fmod, game demo, video game tutorial, game audio tutorial, wwise post event, wwise random switch, wwise unreal engine, unreal engine 5, wwise unreal engine 5, wwise ue5, unreal, unreal engine, wwise callback, wwise event callback, wwise unreal callback, wwise unreal event callback, unreal 5.3, wwise 2023
Id: 1Me8RSjdH1M
Channel Id: undefined
Length: 9min 45sec (585 seconds)
Published: Sat Apr 20 2024
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