Frostune:VO provides a direct integration with Wwise Authoring through WAAPI, with optional synchronization to the Wwise Unreal integration.
The workflow is designed to let you author and maintain dialogue in Frostune:VO while automatically creating and updating the corresponding Wwise objects, Events, media, and — when using Unreal — Wwise Event assets.
Before pushing dialogue from Frostune:VO:
Frostune:VO can use project-level defaults such as:
These defaults can automatically be applied when FTVO creates new Wwise objects.
When using the New or unconfigured objects only policy, FTVO avoids overwriting routing or attenuation settings that have already been configured manually in Wwise.
This makes it possible to use FTVO for automated creation while preserving custom Wwise authoring work later in production.
The main Wwise workflow uses WAAPI to communicate directly with Wwise Authoring.
To push dialogue:
Frostune:VO creates and updates the corresponding Wwise content automatically.
This can include:
The Wwise hierarchy follows the organization of your Frostune:VO project, allowing scenes and dialogue content to remain recognizable inside Wwise.
Existing FTVO-managed objects can be updated on subsequent pushes instead of being recreated from scratch.
This makes the WAAPI workflow suitable for both initial project setup and incremental production updates.
After the initial push, Frostune:VO can synchronize only the content that requires updating.
For example, if a dialogue line is added or modified, FTVO can update the relevant Wwise content without rebuilding the entire integration.
This makes Push to Wwise usable throughout production as the dialogue project evolves.
A push with no relevant changes should require little or no Wwise object modification.
Frostune:VO supports both Auto-Defined SoundBanks and User-Defined SoundBanks.
The appropriate option depends on how your Wwise project is organized.
Auto-Defined SoundBanks are the recommended workflow for projects using modern Wwise asset management, particularly when working with the Wwise Unreal integration.
With this option, Wwise manages the required SoundBank organization based on the generated Events and media.
This works especially well with workflows using Unreal Bulk Data packaging, where Wwise media is packaged through the standard Wwise Unreal integration.
Use Auto-Defined SoundBanks when:
Frostune:VO can also use a traditional User-Defined SoundBank workflow.
This is useful for existing projects that already have established SoundBank rules or require dialogue Events to be explicitly assigned to a specific bank such as a project VO bank.
Use User-Defined SoundBanks when:
The SoundBank strategy can be selected according to the requirements of each project.
When using Wwise with Unreal Engine, Frostune:VO can extend the Wwise Authoring push into Unreal.
A complete workflow can therefore be performed from FTVO:
Frostune:VO → Wwise Authoring → Unreal
Depending on the selected push mode, FTVO can synchronize one or both sides of the integration.
Runs the complete workflow.
FTVO first synchronizes the required Wwise content and then updates the corresponding Wwise assets in Unreal.
This is the normal one-click workflow when both Wwise and Unreal are part of the project.
Updates Wwise Authoring without performing the Unreal synchronization step.
This is useful when:
Runs the Unreal synchronization step without rebuilding unchanged Wwise content.
This is useful when Wwise is already correctly configured but Unreal assets need to be created, refreshed, or synchronized.
For Wwise-powered Unreal projects, Frostune:VO uses the Wwise Unreal integration rather than creating a separate FTVO-specific runtime audio format.
The Wwise Play Events generated from dialogue can therefore be represented in Unreal using the corresponding Wwise Event assets.
This allows FTVO-generated dialogue to participate in the normal Wwise Unreal workflow, including:
FTVO manages the authoring and synchronization workflow while Wwise remains responsible for the final audio runtime integration.
FTVO can define default authoring properties for newly generated dialogue objects.
These include:
Defines the Wwise Output Bus used when FTVO creates new dialogue objects.
Use this to route generated dialogue directly into your project's existing VO hierarchy.
Defines the default Wwise attenuation ShareSet used for newly created positional dialogue.
This allows newly generated dialogue to immediately inherit the project's standard VO spatialization behavior.
The New or unconfigured objects only policy is recommended for production projects.
With this policy, FTVO can configure newly generated objects without repeatedly overwriting objects that have subsequently been customized directly in Wwise.
For example, a sound initially created with the project's default attenuation can later be assigned a custom attenuation in Wwise without FTVO automatically replacing it during every push.
Frostune:VO uses short locale identifiers internally, such as:
en, fr, es, de, it, and pt
Wwise, however, expects the actual language names configured in the Wwise Language Manager.
Before pushing localized dialogue, make sure the corresponding languages exist in the Wwise project.
| Frostune:VO language | Recommended Wwise language | Other supported project names |
|---|---|---|
| English | English(US) |
English, English(UK) |
| French | French(CA) |
French(France), French |
| Spanish | Spanish(Spain) |
Spanish(Mexico), Spanish |
| German | German |
Deutsch |
| Italian | Italian |
Italiano |
| Portuguese | Portuguese(Brazil) |
Portuguese(Portugal), Portuguese |
Important: Do not create Wwise languages named only FR, ES, DE, IT, or PT.
Those are Frostune:VO locale identifiers, not Wwise language names.
For example:
Correct
French(CA)
Incorrect
FR
If Frostune:VO cannot match a localization language during a Wwise push, it reports the languages currently available in the Wwise project so the configuration can be corrected in the Wwise Language Manager.
For a new FTVO project using Wwise and Unreal, the recommended workflow is:
This keeps Wwise as the source of truth for runtime audio while FTVO handles dialogue authoring, object creation, localization, and synchronization.
Frostune:VO also supports Wwise-oriented workflows through the Custom Engines API.
This workflow does not require FTVO to push directly into Wwise Authoring.
Instead, Frostune:VO exposes or exports a structured JSON manifest that can be consumed by a custom engine, proprietary pipeline, automation tool, or studio-specific Wwise importer.
The manifest can include Wwise-compatible routing hints such as:
This approach is ideal when:
In this workflow, Frostune:VO provides the structured dialogue data, filenames, scene metadata, speaker metadata, status information, and Wwise-compatible template fields.
Your own pipeline determines how those records are converted into final Wwise objects.
More details: