Profiler in Unreal? Learning resources?

Hi, all! I’m a producer/composer/arranger trying to learn Wwise-Unreal integration, but unlike Unity, Wwise doesn’t have any tutorials for learning so my first question would be if anyone has recommendations for those resources? What I’m getting from google is mostly little bits here and there or isolated use cases. Hoping for something more comprehensive for the audio only.

I’m also trying to “reverse engineer” a free cinematic demo I found on the Unreal marketplace…Does Unreal have the ability to monitor audio/events in real time so I can timestamp when certain audio is being played?

Hey there, welcome to the forums!

Wwise has loads of free educational content—I’d recommend just starting with the 101 fundamentals course and continuing at your own pace. It’ll cover all of the basics before moving into advanced topics later. Here’s the Wwise Unreal Integration guide.

For the cinematic, open the cinematic in Sequencer and you’ll be able to see a timeline view with all of the camera tracks, audio tracks, events, etc.

Thanks, ebuch!

I was looking for something more like Wwise 301 - Unity Integration except for Unreal. I’ve already done 101, 201, and 301.

As regards to the cinematic, I opened the Sequencer Window and played the cinematic, however, I’m not seeing any information populated. Am I missing something?

The Wwise Unreal Integration guide is in their documentation library instead of the education page, hopefully this is what you’ll need!

I’m not sure why you aren’t seeing anything in Sequencer, but here’s the Sequencer Overview guide that might help you figure out what you’re trying to do: Sequencer Overview | Unreal Engine Documentation

If you’re just opening the Sequencer window, it will be empty because it is more of a viewer/editor for specific sequences, and you don’t have a sequence open.

Usually under the Content folder, there’s a “Sequences” or “Cinematics” folder that contains the Level Sequences for the project (this is made by whoever made the project, hence “usually.” There should be some kind of folder in the project, though, that makes sense for containing the sequences.). Just open up the Sequence you want to see/work on, and you should see everything that the sequence controls. There’s a good chance most or all of the sound is being triggered/controlled in there. It’s also possible some sounds are controlled in the actors’ blueprints or through animation notifies, but I don’t think that’s as likely to be the case for a purely cinematic project.

Thanks, @MachSteve
Looking through it now, I don’t see anything related to what we’re looking for. It’s the Elemental Demo in the store, but it seems like I might’ve bit off more than I can chew given that I’m only a sound guy lol.

I could just audition the existing sound files, then replace them (and name them the same)with my own probably. But part of the reason I was doing it was to learn how to implement my own audio

@ebuch It’s part of the puzzle, thank you! With the Unity version of the course there’s a lot of videos to go along with in addition to the reading.

But for anyone hoping for videos I found these tutorials on YT so far: Wwise & Unreal Engine 4 | Adding Game Sounds | Part 1 | Animation Blueprints & Third Person Footstep - YouTube

I appreciate the community’s help on this, thank you both so much!

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For the Elemental Demo, specifically, the final line of this reply under another post may help you. I can’t check myself to find exactly where the Matinee Timeline is, because I’d have to download the project and an old enough version of UE4 that I can create the project in, lol. But hopefully it gets you pointed in the right direction.

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@MachSteve Perfect! I was able to use that to get to where I needed ( I think)…had to convert the matinee to level sequencer, and now I’m able to see how it’s all laid out! Sometimes knowing what to google is the hurdle, lol.

That being said, is there a way to make the cinematic’s PoV follow the current time selection? I.e. I want to see the video from the point of view of the viewer at any given point in time, not from an editor’s. Attached a ss since I’m probably butchering the terminology. Basically, I want to see what the viewer would see at 0412.

Sorry I didn’t realize I had the notification for this until now (and hopefully you figured it out already), but if you’re just talking about being able to see what the camera sees, you can just click the little camera icon next to where it says “Camera Cuts” on the timeline. You can also use the dropdown in the top right corner of the viewport that looks like a grid and split the viewport and have both a camera view and the normal editor view. Then, if you want to go full screen on either of them, you can click into that side of the viewport and then hit F11.