Wwise Unreal 2019 – Chapter 02B: Wwise – Hierarchy Structure & Sound Banks

Created By: Game Audio Resource Ltd     Date: 09/11/2019      Version: 1.00

Wwise Unreal: Chapter 02 B: Wwise
Hierarchy Structure & Sound Banks

In this guide, we set up Wwise & Unreal with a basic hierarchy structure and Sound Banks needed,
for all SFX content highlighted in the future chapters of this guide series.

GUIDE STEPS:

  • STEP 01: Wwise Actor-Mixer Hierarchy
  • STEP 02: Wwise Master-Mixer Hierarchy
  • STEP 03: Wwise Events
  • STEP 04: Wwise Attenuations
  • STEP 05: UE4 Folder Structure
  • STEP 06: Adding Sound Banks

Download the associated Written Guide:
Wwise_Unreal_Chapter_04B_Character_Footstep_Surface Type


Video Guide


Written Guide

Step 01:
Wwise Actor-Mixer Hierarchy

First, we set up the Wwise Actor-Mixer hierarchy.

  1. Navigate to the Audio Tab > Actor-Mixer Hierarchy > Default Work Unit
    Right click the default work unit, then select New Child > Work Unit
    Name It: Character
    Right click the Work Unit then select Set Colour. Then set the colour as: Red
  2. Right click the Default Work Unit, then select New Child > Work Unit
    Name it: Environment
    Right click the new Work Unit, then select Set Colour. Then set the colour as: Green
  3. Right click the Default Work Unit, then select New Child > Work Unit
    Name it: Weapon
    Right click the new Work Unit, then select Set Colour. Then set the colour as: Orange

Step 02:
Wwise Master-Mixer Hierarchy

Next, we Set up the Wwise Master-Mixer hierarchy.

  1. Navigate to the Audio tab > Master-Mixer Hierarchy > Default Work Unit > Master Audio Bus.
    Right click then select: New Child > Audio Bus
    Name it: SFX
  2. Right click the Mater Audio Bus, then select: New Child > Audio Bus
    Name it: Reverb
    Right click the Audio Bus then select Set Colour. Then set the colour as: Aqua
  3. Right click the SFX Audio Bus, then select: New Child > Audio Bus
    Name it: Character
    Right click the Audio Bus then select Set Colour. Then set the colour as: Red
  4. Right click the SFX audio bus, then select: New Child > Audio Bus
    Name it: Environment
    Right click the Audio Bus then select Set Colour. Then set the colour as: Green
  5. Right click the SFX audio bus, then select: New Child > Audio Bus
    Name it: Weapon
    Right click the Audio Bus then select Set Colour. Then set the colour as: Orange

Step 03:
Wwise Events

Next, we set up the Wwise Events hierarchy

  1. Navigate to the Events tab > Events folder > Default Work Unit
    Right click the Default Work Unit, then select: New Child > Work Unit
    Name it: Character
    Right click the new Work Unit, then select: Set Colour. Then set the colour as: Red
  2. Right click the Default Work Unit, then select: New Child > Work Unit
    Name it: Environment
    Right click the new Work Unit, then select: Set Colour. Then set the colour as: Green
  3. Right click the Default Work Unit, then select: New Child > Work Unit
    Name it: Weapon
    Right click the new Work Unit, then select: Set Colour. Then set the colour as: Orange

Step 04:
Wwise Attenuations

Next, we Set up the Wwise Attenuations hierarchy.

  1. Navigate to the ShareSets tab > Attenuations > Default Work Unit
    Right Click the Default Work Unit, then select: New Child > Work Unit
    Name it: Character
    Right click the new Work Unit, then select: Set Colour. Then set the colour as: Red
  2. Right Click the Default Work Unit, then select: New Child > Work Unit
    Name it: Environment
    Right click the new Work Unit, then select: Set Colour. Then set the colour as: Green
  3. Right Click the Default Work Unit, then select: New Child > Work Unit
    Name it: Weapon
    Right click the new Work Unit, then select: Set Colour. Then set the colour as: Orange
  4. Save the Wwise Project updates

Step 05:
UE4 Folder Structure:

Next, we set up the UE4 folder structure consistently with the Wwise hierarchy structure.

  1. In the Content Browser > Content Folder > Audio folder,
    Add 2 New Folders
    Name each one individually
    > Wwise_Events
    > Wwise_Bus
    > Change Sound_Banks to Wwise_Sound_Banks
  2. In the Events folder add 3 New Folders
    Name each one individually:
    > SFX_Character
    > SFX_Environment
    > SFX_Weapon
  3. Select the parent Audio Folder, right click, then select Save all

 STEP 06:
Adding Sound Banks

Lastly, we need to set up Wwise & UE4 Sound Banks

WWISE
First we setup Wwise Sound Banks.

  1. Navigate to the Wwise Layout: Sound Banks
  2. In the Sound Bank Manager, click on the New… UI button
    Name the new Sound Bank SB_Character
    Right click the new Sound Bank, then select: Set Colour. Then set the colour as: Red
  3. Add 2 further new Sound Banks.
    Name them individually the following:
    > SB_Environment
    > SB_Weapon
    Set the colours of the new Sound Banks as Environment = Green, Weapon = Orange
  4. Next we associate the following content to each Sound Bank
    Drag in the following content to the each of the sound banks, SoundBank Editor > Add tab:
    * SB_Character
    > Audio Tab > Actor-Mixer Hierarchy > Default Work Unit > Character Work Unit
    > Events tab > Events folder > Default Work Unit > Character Work Unit
    * SB_Environment
    > Audio Tab > Actor-Mixer Hierarchy > Default Work Unit > Environment Work Unit
    > Events tab > Events folder > Default Work Unit > Environment Work Unit
    * SB_Weapon
    > Audio Tab > Actor-Mixer Hierarchy > Default Work Unit > Weapon Work Unit
    > Events tab > Events folder > Default Work Unit > Weapon Work Unit
  5. Save your Wwise Project updates.
  6. Tick all Sound Banks listed, then Generate all the Sound Banks.

UNREAL
Next we add the Unreal Sound Banks.

  1. Navigate to the Content > Audio > Wwise_Sound_Bank Folder.
    In the folder, right click then select Audiokinetic > Audiokinetic_Bank
    Name it: SB_Character.
  2. Repeat the same process to add 2 more Sound Banks.
    Name them individually:
    > SB_Environment
    > SB_Weapon
  3. Select the parent Audio folder, right click then select Save All.
    Finally, generate the Sound Banks in Unreal.
  4. When the popup window is displayed in the lower right corner, select to import the updates.

Now we have our basic Wwise and Unreal hierarchy structure we can implement different audio content areas.

%d bloggers like this:
search previous next tag category expand menu location phone mail time cart zoom edit close