Getting Started (24.1) - alessandrofama/wwise-godot-integration GitHub Wiki

Setting up the integration

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.

Step 1: Installing the Integration Package

To begin, download the integration .zip package from the Releases page of the repository:


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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 4.3.0 stable" and "Wwise 2024.1.1" 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 might look similar to this one after extracting the files to an empty project:


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  • Located in the addons/Wwise directory are all the pertinent files related to the integration, including the platform-specific native libraries.

After opening the project with Wwise integrated, you may encounter importing errors in the output log of the editor. This is a known Godot issue and you may prompted to restart Godot after importing the integration for the first time.

Step 2: Configuring Project and SoundBank Settings in Wwise

Launch the Wwise Authoring Application and the project you want to integrate into Godot. Access the SoundBanks settings inside the Wwise Project Settings (Project->Project Settings). Here, make sure that your settings match the settings in this screenshot (the only setting that doesn't need to match is Enabled Auto-Defined SoundBanks):


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Important: You'll need to generate the SoundBanks to a directory that resides inside your Godot Project. To do this, edit the Root Output Path and the individual SoundBank Path settings directly below:

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Important: Enable the Generate Header File setting.

Generate the SoundBanks after having applied the settings described above.

Step 3: Updating the Root Output Path setting in Godot

You can open the Godot Editor and project with Wwise integrated now.

The Wwise integration needs to know where your SoundBanks are located. Go to the Godot Project Settings and scroll down until you'll find the Wwise Common User Settings. Locate the Root Output Path setting at the top and change it to select the directory where your SoundBanks were generated.


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If you've done this correct, the integration will detect the generated SoundBanks and you'll find a log entry in the Godot Output Console:


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The integration setup is now complete, and by following these three steps, you have successfully set up the Wwise Integration in Godot.

Try to post your first Event by following this tutorial: https://github.com/alessandrofama/wwise-godot-integration/wiki/Posting-Events-(24.1)

Optional: Generating Wwise IDs in Godot

The integration provides a tool that generates Wwise IDs that can be used in scripts. To use this tool, locate the Wwise Browser in the bottom dock of Godot and click on the "Generate Wwise IDs" button:

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A wwise_ids.gd file will be generated in res://Wwise/resources.

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