Loading SoundBanks (24.1) - alessandrofama/wwise-godot-integration GitHub Wiki

Loading User-Defined SoundBanks with the AkBank Node

The integration provides a custom node called AkBank that allows you to select a user-defined SoundBank and load or unload it using the Enter Tree, Ready, or Exit Tree callbacks:


wwise-godot-ak-bank-node-inspector

To select a bank, click on the Select Bank... button in the inspector, and a list of SoundBanks will appear. Simply click on the desired SoundBank to select it. Select when the SoundBank should be loaded/unload in the Load On and Unload On properties of the node.

Loading User-Defined SoundBanks with GDScript

Using the WwiseBank Type

Export a WwiseBank variable in a script attached to a node and the Select Bank... button will appear in the inspector. Select the desired SoundBank and load it by calling load on the exported WwiseBank:

extends Node

@export var bank : WwiseBank

func _enter_tree() -> void:
	bank.load()

to unload a SoundBank, call unload on the exported WwiseBank property:

extends Node

@export var bank : WwiseBank

func _ready() -> void:
	bank.load()
	await get_tree().create_timer(2).timeout
	bank.unload()

Wwise.load_bank

You can also directly call the load_bank function on the Wwise singleton:

func _enter_tree():
	Wwise.load_bank("TestBank")

To unload a bank, call unload_bank:

func _enter_tree():
	Wwise.unload_bank("TestBank")

Wwise.load_bank_async

You can load SoundBanks asynchronously by calling load_bank_async

extends Node

func _enter_tree():
	Wwise.load_bank_async("TestBank", _bank_callback)

func _bank_callback(data):
	print(data)

The callback function will receive information about the soundbank loading state. In the example above, it would be:

{ "bank_id": 3291379323, "result": 1 }

You should now have a good understanding of how to load banks in your Godot project.

⚠️ **GitHub.com Fallback** ⚠️