CRI ADX(Unreal Engine) v1
Preparation 00: Basic knowledge required to use CRI's Unreal Engine plugin
What is the CRIWARE Unreal Engine Plugin?
The CRIWARE Unreal Engine Plugin allows you to use ADX, an audio middleware, Sofdec, a video playback middleware, and File Magic PRO, a file management middleware, on the Unreal Engine.
In this tutorial, we will show you how to use this plugin.
This page introduces basic knowledge, but if you want to understand the actual procedure, you can skip it.
How do I get the CRIWARE Unreal Engine Plugin?
Please contact us via the "Trial Application Page" below. You can use the trial version of the plug-in for free and indefinitely.
*This offer is targeted at corporate clients.
Trial application/inquiry form
For individuals and indie game developers, we offer a free version of the sound middleware "CRI ADX LE," which provides almost the same features as the full commercial version.
You can get it from the following page:
CRI ADX LE Download
About the workflow
The workflow for implementing sounds using the CRIWARE Unreal Engine Plugin is straightforward:
First, prepare your audio materials in the form of Wave files or similar.
Then, we will use CRI Atom Craft, our audio authoring tool, to configure the sounds as Cues for the game, and build sound data to import into Unreal Engine.
Finally, all that is left is do is to create a Blueprint that will play the Cues and control the playback.
(You can also do it directly in C++ code instead of using Blueprints.)
*A separate tutorial is available for CRI Atom Craft.

Glossary
This page summarizes the terminology used for CRI products.
Please take a look as necessary.
About the sound data built with CRI Atom Craft
When you build a project with CRI Atom Craft, a single ".acf" file and multiple ".acb" and ".awb" files will be generated.
These are collectively referred to as sound data.
What is an ACF file?
An ACF file is a file with the extension acf.
This file stores information that is global for the project: the Categories classification, AISAC settings, Bus settings, etc. all configured in CRI Atom Craft.
What is an ACB file?
An ACB file is a file with the extension .acb.
Each ACB file contains binary information for a CueSheet (i.e. sound bank) created with CRI Atom Craft.
Waveform data that will be played directly from memory is also stored in this file.
What is an AWB file?
An AWB file is a file with the extension awb.
This file contains the waveform data that will be streamed.
What happens when you import an ACF file?
Importing an ACF file will generate an AtomConfig uasset.
This uasset contains all the information stored in the ACF file.
Once imported, the ACF file is no longer needed.
What happens when you import an ACB file?
Importing an ACB file will generate an AtomCueSheet and an AtomCue asset.
The AtomCueSheet uasset holds binary information for a single CueSheet created with CRI Atom Craft.
An AtomCue is a uasset that corresponds to a single sound Cue contained in the AtomCueSheet. (You use this uasset to specify which Cue to play.)
Once imported, the ACB file is no longer needed.
Using AWB files without importing them
You can use the AWB file without importing it.
Please continue reading this tutorial for detailed usage instructions.
Tips
To learn more about the sound data built with CRI Atom Craft
Please refer to the following items in the manual included in the SDK.
- cri\documentation\cs\CRI_ADX_Manual_pc_j.chm
- CRI ADX Manual > Installation Guide > Basics > Files
To learn more about the assets generated during import
Please refer to the following items in the manual included in the SDK.
- cri\documentation\CRIWARE_UE5_Plugin_Manual_j.chm
- CRIWARE Unreal Engine Plugin Manual > Instructions for Use > Initial Settings > Loading Data