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Unreal Plugin: Odin Wwise Adapter

Wwise and ODIN

This is an optional Unreal Engine plugin that provides an Audio Input Component for integrating our ODIN Voice Chat Plugin with the Audiokinetic Wwise Sound Engine in Unreal.

The code of this plugin can be found in this GitHub repository.

Guide

Following is a short guide outlining the integration of the Plugin into your Unreal Engine project. Alternatively you can look up how to integrate Odin and Wwise manually in our Developer Documentation.

Getting Started

To use the Component we recommend the following:

  • Basic knowledge of Unreal as well as Wwise
  • The Wwise Plugin for Unreal, which you can get from the Audiokinetic Launcher
  • The ODIN Voice Chat Plugin, available here

To set up Wwise in your project, please follow Wwise's integration documentation. You can find the documentation here.

To set up the ODIN Voice Chat Plugin, please take a look at our Getting-Started guide.

Plugin Structure

The plugin consists primarily of the UAkOdinInputComponent, which serves as a substitute for the UOdinSynthComponent. The component uses the Odin SDK to generate Audio and forward it to the Wwise Audio Engine instead of to the Unreal Audio Engine.

Usage

Installation

You can install the plugin similarly to the Odin plugin:

  1. Download this repository
  2. Create a folder in your Unreal Project's Plugins directory and move the contents there
  3. Follow the steps below to use the Component in your project

Wwise Project Setup

The UAkOdinInputComponent requires a Wwise Event to playback the Odin Audio Data in your Unreal Project. This enables you to define additional properties and effects in Wwise that should be applied to the voice chat audio. For instance, this allows audio designers to apply spatial audio processing to the voice chat.

To provide Unreal with the correct Wwise Event you need to add an Audio Input Plugin Source to your Soundbank. An example of this can be found in the sample project. To achieve this, you can follow these steps:

  • In the Audio tab of the Project Explorer right-click on the wanted work unit of the Actor-Mixer-Hierarchy and add a New Child->Audio Input.
  • Make adjustments to it like needed in your project.
  • Make sure to go to the Conversion tab in the Contents Editor and set the Conversion to Factory Conversion Settings->PCM->PCM as Input by clicking on the >> button.
  • Right-click the newly created source and add a New Event->Play to it.
  • If you have no Soundbank yet, create one.
  • Lastly you need to add that event to the Soundbank by dragging it from the Events tab in the Project Explorer to the Soundbank's Content Editor.

Export using the Wwise Browser as described in the Audiokinetic Guide for Unreal and you are good to go! A quick way to import to your Unreal Project is to open it in the Unreal Editor and go to Window->Wwise Browser. Here you can click on Generate Soundbanks in the top right corner. Now you should be able to see your defined Play_voice event in the Events folder of the tree. Drag and drop it into a folder in your content browser to use it in the Unreal project.

Integrating the Adapter in your Unreal Project

To use the Wwise adapter, replace the OdinSynthComponent from your original Odin implementation with the AkOdinAudioInputComponent.

  1. Set the associated Wwise audio input event by calling PostAssociatedAudioInputEvent on the AkOdinAudioInputComponent

Tip: You can add the AkOdinAudioInputComponent directly on your Player Character as a component. This approach makes it easier to manage its properties and Wwise-specific settings.

Conclusion

This Odin to Wwise adapter for Unreal provides powerful audio control for your voice chat integration. It enables your audio designers to leverage Wwise's extensive audio processing capabilities for voice chat, including:

  • Wwise Spatial Audio for proximity chat and position-based audio
  • Advanced audio effects and processing
  • Dynamic mixing and audio states

For more information, check out these resources: