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