In AkLateReverbComponent it is possible to automatically assign the aux bus. Drag the Wwise object into the Unreal Content Browser: a corresponding Unreal object is created.In the Unreal Editor, navigate the Unreal Content Browser to the folder in which you wish to create the asset.In the Unreal Editor, navigate to the Wwise object you want using the Wwise Picker.When asset auto-synchronization is turned off, Events, Auxiliary Busses, Acoustic Texture, State, Switch, Game Parameter (RTPC) and Trigger can be dragged directly from the Wwise Picker or the WAAPI Picker into the Unreal Content Browser to create corresponding AkAudioEvent, AkAuxBus, UAkAcousticTexture, UAkStateValue, UAkSwitchValue, UAkRtpc, UAkTrigger objects: The Unreal AssetRegistry callbacks OnAssetRemoved and OnAssetRenamed are used to monitor the asset changed, and WAAPI is used to modify the Wwise project. It supports all operations, (creating, deleting, renaming and moving). Synchronization from Unreal to the Wwise project is also supported when connected to WAAPI. Synchronization from Unreal to the Wwise Project (WAAPI only) The WAAPI callbacks ak., ak. and ak. are used to properly reflect the changes of the Wwise project into Unreal. Synchronization from Wwise to Unreal when the editor is running with WAAPIĮvery change made in the Wwise project, (creating, deleting, renaming and moving) is reflected in real-time in the Unreal Content Browser. The work units are parsed when the project is saved. Synchronization from Wwise to Unreal when the editor is running but WAAPI is disabledĪ directory watcher is used to watch over the Wwise project. If the scanning process fails to parse a Work Unit, asset deletion will be skipped until all Work Units have been fixed. At the same time, a local cache of all Wwise Assets is populated, ensuring that querying the Event, AuxBus and SoundBank is timely, when generating sound data import definition files or WAAPI command arguments. When the editor has finished scanning all the assets for the Asset Registry, the Integration scans the Work Unit files in the Wwise project to create, rename, move or delete the corresponding Wwise assets.
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How Automatic Synchronization is implemented Unsaved changes in the Wwise Authoring application will not be reflected by using this feature.
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This feature will parse the Work Unit files found in the Wwise Project directory on the disk and add the new Wwise items as assets in Unreal.