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Connecting to Wwise

Reagent talks to Wwise through the official WAAPI (Wwise Authoring API), so you’ll need WAAPI enabled in your Wwise project, if it isn’t already enabled by default:
  1. In Wwise, open Project → User Preferences
  2. Enable Wwise Authoring API and Allow browser connections from: 127.0.0.1 with port 8090.
  3. Open a project in Wwise — Reagent auto-detects the running instance
You can check the connection by just asking Reagent “is Wwise connected”. If connected, Reagent automatically will determine what your intent is based on your object selection, so you can say “these objects” or “the selected bus” and it will know what you mean.

Wwise Compatibility

Reagent is compatible with Wwise 2021.1 onwards. It has specialized knowledge based on the version and will self heal if API call was incorrect. The Wwise integration works on both Windows and MacOS.

Exploring Wwise Integration

I’ve personally found Reagent x Wwise most helpful when it comes to debugging and checking project structure for silly mistakes. This has been a huge time saver for bigger projects.
Investigate why this sound object is not playing in Wwise. 
Find any containers within this work unit that are not referenced by an Event action.
Check that all sounds in this wwu has the same RMS value.

Live Mixing with Wwise

Reagent allows you to mix your Wwise project in real-time using natural language commands. Instead of guessing based on your current selection in Wwise, Reagent captures live data from the Wwise profiler. It automatically identifies the exact voice, switch, state, and RTPC values active the moment a sound plays, applying your changes with pinpoint accuracy.

How to Use It

  1. Connect Wwise: Ensure Wwise is actively connected to your running game.
  2. Trigger the Sound: Play the game normally and trigger the audio asset you want to adjust.
  3. Command Reagent: Describe your changes in plain English. Reagent will look back at the profiler to target the correct object.

Example Commands

  • 🗣️ “Make the dagger swing 3 dB louder.”
  • 🗣️ “Turn up the tree emitter by 3dB.”
  • 🗣️ “Bring the footsteps down 2 dB on grass but leave the wood surface alone.”
Because Reagent tracks live profiler data, contextual commands like “the weapon I just used” or “the surface I just walked on” safely land on the exact right asset.

Safety & Project Control

Approval Before Writes

You remain in full control of your project data. Any command or script that modifies your Wwise project (such as mix changes or parameter tweaks) requires your explicit approval first.
  • What you see: Reagent displays a preview showing the exact target object and its proposed new value.
  • Your options: You can accept or reject each change individually.
  • Read-only exceptions: Structure checks, queries, and audio analyses run instantly without a prompt.

Automatic Rollback

Every modification Reagent writes to Wwise is wrapped in an undo group.
  • Self-Healing: If an execution fails halfway through, Reagent automatically rolls back all partial changes so your project is never corrupted.
  • Manual Control: You can manually reverse the entire operation at any time directly inside Wwise by navigating to Edit → Undo.

Domain Knowledge

The Wwise Subagent draws on hand-authored domain knowledge — troubleshooting patterns, best practices, and many others — when answering questions and debugging. If you hit a tricky Wwise issue, just describe it and Reagent will pull in the relevant guidance into it’s own context.

Audio Analysis on Wwise Source Files

The Wwise subagent can also reach into the source WAV files referenced by your Wwise Sound objects and run audio analysis on them. This is useful for tasks like loudness matching across siblings of a container, checking whether trim points need adjusting, or inspecting source content during an import.
ToolWhat it does
Analyze RMSMeasures loudness of a source file (or a trimmed slice of it) for matching @VolumeOffset across siblings
Analyze SilenceFinds silent regions in the source — useful for verifying or tightening trim points
Analyze TransientsLocates hits and attacks within the source
Extract WaveformReturns waveform peaks for visualization or alignment work
Extract Audio MetadataReturns sample rate, channel count, duration, and bit depth
The subagent automatically respects @TrimBegin / @TrimEnd on Sound objects when analyzing — if trim points are unset (the Wwise default of -0.001), it analyzes the full file instead.
Match the @VolumeOffset on the new dialogue takes I just imported to the existing siblings in this container.
Check whether the trim points on these footstep sounds are still cutting off the tail of the sample.