Wwise exports
Send your voice lines to Wwise. Poneglyph builds the work units, events, and audio files your sound team needs, laid out to match your Wwise project — and keeps them up to date as your lines change.
How Wwise delivery works
Section titled “How Wwise delivery works”Wwise is a Sync engine, like Unity, Unreal, and Godot — not a one-off export. A Manager sets up a Wwise sync link that points at your Wwise project. Once the link is active, Poneglyph writes the latest audio into the project and refreshes it whenever your lines change.
Set up and trigger the link from the Sync control. See Sync engines overview for the steps and how to read sync status.
What gets written
Section titled “What gets written”| Item | What it is |
|---|---|
| Work units | The structure that holds your audio, grouped to match your Folders |
| Events | One play event per Line, named so Wwise picks them up |
| Audio files | The recorded WAV file for each Line, placed where Wwise expects it |
Open your Wwise project after a sync and the new work units appear in the project tree, ready to use.
Keeping it in sync
Section titled “Keeping it in sync”With the link active, Poneglyph re-writes new and updated lines so your sound team always works from the latest recordings. Let the sync own its target folder — avoid editing those files by hand in Wwise, since the next sync overwrites them.