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Getting Started (4.0)
In this tutorial, I will guide you through the process of setting up Wwise integration in Godot. By following these three easy steps, you'll be able to get started with Wwise quickly and efficiently.
To begin, download the integration add-on from the Releases page of the repository.
It's important to note that each release corresponds to a specific version of both the Wwise SDK and the Godot Engine. You can identify the compatibility of a release by checking its filename. For example, the release "Godot 4.0.3 stable" and "Wwise 2022.1" indicates compatibility with those versions:
Once downloaded, extract the package to your Godot project root directory (ensure that Godot is closed during this step). Your project folder structure should look like this one after extracting the files to an empty project:
- Located in the
addons/Wwise
directory are all the pertinent files related to the addon, including the platform-specific native libraries. - For your generated soundbanks, please utilize the preconfigured
GeneratedSoundBanks
folder. However, it's important to note that you'll still have the flexibility to define a customized path for your banks at your convenience.
After opening the project with Wwise integrated, you may encounter some importing errors in the output log of the ditor. This is a known Godot issue and you may need to restart Godot after importing the integration for the first time.
Launch the Wwise authoring app and access your SoundBank project settings. Here, you need to define the output paths for your banks.
By default, the integration includes a GeneratedSoundBanks
folder within the root directory of your Godot project. You can choose to export your banks to this folder or specify a custom location. Additionally, ensure that the individual platform banks folders are named Windows, Mac, Linux, Android, and iOS as illustrated in the screenshot above.
If you opt for a custom path, remember to update the Base Path setting
in Wwise's Common User Settings
found in the advanced project settings in Godot:
The integration package provides a tool that generates the necessary Wwise IDs for seamless integration. To use this tool, ensure that the Wwise Authoring application is open. Locate the WAAPI Picker in the bottom dock of Godot and click on the "Generate Wwise IDs" button.
A file dialogue will appear, prompting you to select the existing wwise_ids.gd
file located in res://GeneratedSoundBanks
. Overwrite the existing file with the newly generated one. You will be able to access the id's by referencing the AK class in GDScript.
The integration setup will is now complete and by following these three steps, you have successfully set up the Wwise integration in Godot.
- 4.1+
- 3.5
- Getting Started
- Tutorials
- Exporting projects
- GDNative Interfaces
- Custom Nodes
- Custom addons
- Wwise version upgrade
- Roadmap