Audiokinetic - Forum Kunena Site Syndication http://www.audiokinetic.com Tue, 29 May 2012 03:50:46 +0000 Kunena 1.6 http://www.audiokinetic.com/components/com_kunena/template/audiokinetic/images/icons/rss.png Audiokinetic - Forum http://www.audiokinetic.com/ en-gb Subject: forced switches - by: Jon Raftery http://www.audiokinetic.com/en/forums/4-wwise-authoring/323-forced-switches#323 http://www.audiokinetic.com/en/forums/4-wwise-authoring/323-forced-switches#323
Is there any feature in wwise that would allow us to force switch groups to use a particular switch during runtime? I am thinking of using this to allow sound designers to author sounds at runtime.

For example a common use of switches is to change between surface types. Traditionally a character would play a footstep based on the surface they are traversing. A sound designer might want to balance the attenuation for a sand footstep on a map containing only a stone surface. Of course we can override this switch in the game code, but it would be a nice feature to be able to solo a particular switch (so it's always used, regardless of which event is passed from the game) in the same way that we can solo particular sounds.

thanks
Jon]]>
Wwise Authoring Mon, 28 May 2012 08:39:16 +0000 http://www.audiokinetic.com/en/forums/4-wwise-authoring/323-forced-switches#323
Subject: Perforce integration and sound banks - by: Jon Raftery http://www.audiokinetic.com/en/forums/4-wwise-authoring/321-perforce-integration-and-sound-banks#321 http://www.audiokinetic.com/en/forums/4-wwise-authoring/321-perforce-integration-and-sound-banks#321
Our wwise project is integrated into Perforce. We can check out files and perform all source control operations, so no problem there.

However we are finding problems with checking out generated sound banks and soundbanksinfo.xml automatically.

We have added a pre-generation step to check out all the sound bank files prior to generating them, using a perforce command. We can see that these are checked out as expected in perforce as part of the pre-generation step. However the sound bank generation will then go on to fail, saying that it can't overwrite soundbanksinfo.xml (depsite being checked out). If we delete this file locally then the sound bank generation will complete successfully. Obviously this isn't an ideal solution, and other than running a batch file to delete this file as part of the pre-generation step we can't think of a way to get round this.

Is there a way in wwise of doing this automatically? I would have thought this feature was done automatically, given that all other perforce operations are so well integrated in the wwise authoring tool.

thanks in advance
Jon]]>
Wwise Authoring Fri, 25 May 2012 09:12:50 +0000 http://www.audiokinetic.com/en/forums/4-wwise-authoring/321-perforce-integration-and-sound-banks#321
Subject: Unreal Inegration Issue - by: FX Dupas http://www.audiokinetic.com/en/forums/10-integration/314-unreal-inegration-issue#314 http://www.audiokinetic.com/en/forums/10-integration/314-unreal-inegration-issue#314
We've got the following errors when we try to integrate Wwise into Unreal Engine 3:

Error 31 error C2065: 'ENGINE_EndStringEvent' : undeclared identifier C:\UnrealEngine3\trunk\Unreal3source\UnrealEngine3\Development\Src\Windows\Engine\Inc\EnginePlatformInterfaceClasses.h UDKGameDLL Win32
Error 30 error C2065: 'ENGINE_EndStringEventParam' : undeclared identifier C:\UnrealEngine3\trunk\Unreal3source\UnrealEngine3\Development\Src\Windows\Engine\Inc\EnginePlatformInterfaceClasses.h UDKGameDLL Win32
Error 29 error C2065: 'ENGINE_EndStringEventParamArray' : undeclared identifier C:\UnrealEngine3\trunk\Unreal3source\UnrealEngine3\Development\Src\Windows\Engine\Inc\EnginePlatformInterfaceClasses.h UDKGameDLL Win32

135 IntelliSense: identifier "FName" is undefined c:\unrealengine3\trunk\unreal3source\unrealengine3\development\src\engine\inc\enginenames.h 24 1 Engine
39 IntelliSense: identifier "STAT_CanvasFirstStat" is undefined c:\unrealengine3\trunk\unreal3source\unrealengine3\development\src\engine\inc\engine.h 246 26 Engine

Does anybody have an idea where the problem comes from?

Thank you in advance,]]>
Integration Mon, 14 May 2012 20:15:58 +0000 http://www.audiokinetic.com/en/forums/10-integration/314-unreal-inegration-issue#314
Subject: Unity Integration Error EntryPointNotFoundException : / - by: Sina M. Solouk http://www.audiokinetic.com/en/forums/11-unity-integration/313-unity-integration-error-entrypointnotfoundexception--#313 http://www.audiokinetic.com/en/forums/11-unity-integration/313-unity-integration-error-entrypointnotfoundexception--#313

I´m trying to install the Wwise Unity IOS integration. I am following the instructions that is included for the unity session, but when I push play (on unity editor), I get this.

EntryPointNotFoundException: CSharp_new_AkMemSetting.
EntryPointNotFoundException: CSharp_IsInitialized.

Help much appreciated.
//S]]>
Unity Integration Sat, 12 May 2012 09:10:18 +0000 http://www.audiokinetic.com/en/forums/11-unity-integration/313-unity-integration-error-entrypointnotfoundexception--#313
Subject: Wwise Physical Voice Count Reccomendations - by: Dwight Okahara http://www.audiokinetic.com/en/forums/10-integration/310-wwise-physical-voice-count-reccomendations#310 http://www.audiokinetic.com/en/forums/10-integration/310-wwise-physical-voice-count-reccomendations#310
Dwight]]>
Integration Wed, 09 May 2012 14:19:08 +0000 http://www.audiokinetic.com/en/forums/10-integration/310-wwise-physical-voice-count-reccomendations#310
Subject: playing sequence containers in full under a random container - by: Michael Veloso http://www.audiokinetic.com/en/forums/4-wwise-authoring/308-playing-sequence-containers-in-full-under-a-random-container#308 http://www.audiokinetic.com/en/forums/4-wwise-authoring/308-playing-sequence-containers-in-full-under-a-random-container#308
I'm trying to switch between sequence containers at random, but play each sequence container's contents in full before switching to a new one. So assuming I have this setup:

Random container = (A,B,C)
Sequence container A = (1,2,3)
Sequence container B = (1,2,3)
Sequence container C = (1,2,3)

I want something like this to happen if it's triggered six times:

A1, A2, A3, C1, C2, C3

or

B1, B2, B3, A1, A2, A3

But instead something like this happens:

A1, C1, B1, C2, A2, C3

Is it possible to get what I want? Maybe nesting containers isn't the best way to go about this?]]>
Wwise Authoring Thu, 03 May 2012 15:58:26 +0000 http://www.audiokinetic.com/en/forums/4-wwise-authoring/308-playing-sequence-containers-in-full-under-a-random-container#308