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Update modules/ROOT/pages/Development/Satisfactory/Audio.adoc
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Co-authored-by: Rob B <computerguy440+gh@gmail.com>
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mrhid6 and budak7273 authored Jan 7, 2025
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Expand Up @@ -126,7 +126,11 @@ Then change the `Unreal Audio Routing` setting to `Both Wwise and Unreal audio`.
You may need to restart the Unreal Editor after making these changes.

=== Creating AKEvents In Unreal Engine
Once your audio, event, and soundbanks are created, it's time to utilize them in the Unreal Engine.
Now that you've defined your audio, events, and soundbanks in Wwise, it's time to utilize them in the Unreal Engine.
The first step in doing this is to create Unreal assets that reference your Wwise assets.
Although it is possible to use the Wwise Browser to create these, this is not recommended,
as it places them in the wrong project folders.
As such, follow the steps below to create them via the Unreal Editor.

Create a new Audiokinetic Event by right-clicking on an empty area in the Content Browser.

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