Using Wwise Components in Unity

This integration provides a few components that can be used without code directly in a scene for the most frequent usage scenarios:

See also:
Wwise Picker

How to add a Wwise sound to a game object

There are three ways to add sounds to your game:

How to use AkAmbient with the inspector

How to use AkEvironment and AkEvironmentPortal with the inspector (Reverb Zones)

In Wwise, Reverb Zones are called Environment or Auxiliary Sends. Reverb Zones are not limited to being reverb effects and are defined in the Wwise project. Conceptually, all sound emitters inside an environment are affected by some amount of the AK::SoundEngine::SetGameObjectAuxSendValues send that the game must pass to Wwise.

An AkEnvironment component embodies a very simple environment zone. You can attach an AkEnvironment to any type of collider. To add an AkEnvironment to your scene:

We also have portals which can be used to combine the effects of two environments. The contribution of each of the two environments is relative to their distance from the game object.
This is useful if a game object is standing between two rooms or in a tunnel connecting two environments.

To use environments and environment portals, you need a game object with an AkGameObj component that is environment-aware.
AkEnvironmentPortal objects will automatically detect AkEnvironment objects that overlap it. The overlapping environments will appear in the two select-lists in the portal's inspector. If too many environments overlap the portal, you can select which ones the portal will mix together.

In Wwise, only 4 environments can be active at the same time. Those 4 environments are selected as follows:

See also:

Using C# code to control the sound engine

Most Wwise SDK functions are available in Unity through the AkSoundEngine class. Think of it as the replacement of C++ namespaces AK::SoundEngine, AK::MusicEngine, and so on. See API Changes and Limitations for changes made in the API binding compared to the original SDK. For more complex situations, you'll need to call Wwise functions from code. In the API, the GameObjectID in all functions is replaced by the Unity flavor of the GameObject. At runtime, an AkGameObj component is automatically added to this GameObject, unless you have already manually added it before.

Using numeric IDs instead of strings for Events and Banks.

The native Wwise API allows you to use strings or IDs to trigger events and other named objects in the Wwise project. You can still do this in the C# world by converting the file Wwise_IDs.h to Wwise_IDs.cs. Click Assets > Wwise > Convert Wwise SoundBank IDs. You need to have Python installed to make this work.

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