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Support for audio events from Wwise soundbanks #564
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AES key wasn't changed since they moved to UE5, so I see no reason not to include it
and cute icon
Unfortunately in case some game splits audio events across multiple soundbanks and given game has thousands of them, custom implementation for that game would be required
CUE4ParseViewModel.cs is quite a big mess already, can the logic be moved to either CUE4Parse for everyone to use or a dedicated class (static or not) in FModel? |
Sure, I moved the logic to CUE4Parse WwiseProvider class. |
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First of all, this pull request is required .
As explained in the title, this implementation allows for audio events to be associated with WEM files that are embedded in the soundbanks, making it very easy to navigate through wwise audio.
Some explanation as to why I'm trying to load all Soundbanks at once (which I know may not seem ideal) - if audio event hierarchy starts in BNK 1 and continues in BNK 2, there's no way to determine that BNK 2 should be loaded. This is because developers control which banks are loaded into memory. Therefore, the most reliable approach is to either load all soundbanks or replicate the specific bank-loading logic of a given game. However, this is only needed in that specific scenario where audio event hierarchy is split across multiple soundbanks (and nothing points to different soundbank).
To keep loading efficient, I’ve added constraints so the initial load takes only a few seconds. For example, while a game like Valorant uses thousands of soundbanks, the majority reference only loose WEM files, so loading every soundbank isn't necessary.
I left one TODO, which isn't needed in case all soundbanks are loaded so it can be omitted (because in some cases Wwise actually points to different Soundbank).
Example usage:
