| name | wwise-pipeline |
| description | Import audio files, manage SoundBanks (inclusions, generation, definitions), convert external sources, save the project, and check logs. Use for asset pipeline and build operations. |
| metadata | {"author":"silver-rain-dev","version":"1.0"} |
Wwise Pipeline (Import, Build, Save)
Tools
import_audio_files — import audio and create Wwise objects (per-file entries)
import_audio_directory — scan a WAV directory, auto-match to existing Wwise objects, and import (most token-efficient)
import_tab_delimited_file — batch import from tab-delimited file
convert_audio_to_wav — convert non-WAV audio (OGG, FLAC, MP3) to WAV using ffmpeg
generate_tab_delimited_file — generate a Wwise-compatible TSV file from structured data
set_wwise_soundbank_inclusions / get_wwise_soundbank_inclusions — manage SoundBank contents
generate_wwise_soundbanks — generate SoundBanks
process_wwise_soundbank_definitions — import SoundBank definition files
convert_wwise_external_sources — convert external sources
save_wwise_project — save the project
get_wwise_log — check logs after operations (channels: soundbankGenerate, conversion, waapi, general, etc.)
Audio Import Rules
WAV only
WAAPI import only creates AudioFileSource links for WAV files. OGG, FLAC, and MP3 get silently
copied to Originals but are never linked to the Sound object. Always convert to WAV before importing.
SFX vs Voice
The importLanguage parameter controls where files are stored and how Sound objects are typed:
| importLanguage | Originals path | Sound type | Use for |
|---|
"SFX" | Originals/SFX/ | Sound SFX | Music, SFX, ambience, jingles — anything not localized |
"English(US)" etc. | Originals/Voices/<lang>/ | Sound Voice | Dialogue, VO — content that varies by language |
Use <Sound SFX> or <Sound Voice> type prefixes in objectPath to match.
Organizing with originalsSubFolder
Use originalsSubFolder to keep files organized within Originals/SFX/ or Originals/Voices/:
"Music" → Originals/SFX/Music/
"Cries" → Originals/SFX/Cries/
"Weapons" → Originals/SFX/Weapons/
objectPath format
Import tools expect \Actor-Mixer Hierarchy\... paths (not \Containers\...):
\Actor-Mixer Hierarchy\Default Work Unit\<Sound SFX>MySound ✓
\Containers\Default Work Unit\<Sound SFX>MySound ✗ (won't link audio)
Bulk Import Strategy
Choose the right tool based on scale:
| Scenario | Tool | Token cost |
|---|
| 1-49 files, known paths | import_audio_files | Medium (per-file entries) |
| 50+ files, known paths | generate_tab_delimited_file → import_tab_delimited_file | Low (TSV file) |
| Directory of WAVs matching existing objects | import_audio_directory | Minimal (one call) |
| Non-WAV source audio | convert_audio_to_wav first, then import | One extra call |
import_audio_directory is the most efficient: pass a directory path and a Wwise parent, it auto-matches WAV filenames to child objects by name. Handles both Sound objects (exact match) and RandomSequenceContainers (base name + digit variants).
Tips
- After import or generation, use
get_wwise_log to check for errors/warnings.
import_audio_files does not return errors for individual failures — check the Wwise log.
import_audio_files rejects non-WAV files with a clear error before calling WAAPI.
- Set
importLanguage in the default dict to avoid repeating it per entry.