Getting Started - alessandrofama/wwise-godot-integration GitHub Wiki
Setting up the integration
When installaing the Wwise integration, you can choose between an automatic and manual process (1.1 or 1.2):
1.1 Installing the integration package (automatically)
Download the latest integration app from the Releases page of this repository:
In the app, select your desired platforms, the project.godot
file of your project and click on Install
. The app will download and copy the required files over to your project. The integration app will detect if the Wwise integration is already installed. In this case, you will be able to update or uninstall the integration.
Please close the Godot project before installing the integration.
After opening the Godot project, enable the Wwise plugin in the Plugins tab of the Project Settings:
Important: On Windows you need to install the Windows 10 SDK and the MSVC C++-x64/x86-Buildtools. You can find them as a package in the Visual Studio Installer. For example the MSVC v142 - VS 2019 C++ Build Tools. Installing these usually resolves any errors.
1.2 Installing the integration package (manually)
Download the Integration.zip
file from the Releases page and extract it to your Godot project. This file contains all the scripts and addons required for the Wwise integration to work. Additionally, download the platform you are using (and want to support) from the Releases page and extract the files to your-godot-project/addons/wwise/bin/
.
Enable the Wwise plugin in the Plugins tab of the Project Setting.
2. SoundBanks settings in Wwise
In the Wwise authoring app, go to your SoundBanks project settings and select the output paths for your banks:
By default, the integration creates the GeneratedSoundBanks
folder inside the wwise
directory of the Godot project. Feel free to export the Banks inside of that directory or choose your custom one.
Besides that it is required that the individual platform banks folder are named Windows, Mac, Linux, Android and iOS as demonstrated in the screenshot above.
Make sure to disable the Use SoundBank names
setting, otherwise our custom nodes will not work.
If you decide to choose your own custom path, don't forget to change the Base Path
setting in Wwise's Common User Settings
located in the project settings:
3. Generating the Wwise IDs in Godot
The integration ships with a tool that will generate the Wwise IDs required by the integration. To use this tool, you must have the Wwise Authoring application open. Click on the Waapi Picker in the bottom dock and then click on the "Generate Wwise IDs" button:
In the file dialogue, select the existing wwise_ids.gd file located in res://wwise/GeneratedSoundBanks
and overwrite it. The tool creates a wwise_ids.gd
GDScript file that you can reference by accessing the AK
class.
Restart the Godot Editor and the integration will be ready to use.