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Wwise Unreal Integration Documentation
Debugging Tips

This topic contains tips and recommendations to help you debug your Wwise Unreal Integration projects.

Logging

Each module in the Integration has an independent log verbosity level. Log, Warning, and Error messages appear when something is wrong in most cases. If an error occurs, you can find which module produced the error and set the verbosity of that module's logs to Verbose or VeryVerbose to better understand why the error occurred. For example, Verbose or VeryVerbose can be helpful to diagnose asset loading and packaging problems.

You can change the verbosity level of each module in the Core.Log section of the DefaultEngine.ini file. A special logging category called LogWwiseHints is enabled by default across all modules, which warns about using deprecated functions and other bad habits.

The following verbosity levels are possible:

  • Fatal: Causes a crash when program execution cannot or should not continue, such as if required plug-in modules are not loaded.
  • Error: Prevents packaging the game if the audio is not in a functional state.
  • Warning: Indicates when non-critical features might have unpredictable behavior. It can also prevent packaging if desired.
  • Display: Logs information regarding the initialization of modules and provides Commandlet information.
  • Log: Logs various important operations.
  • Verbose: Logs all operations that a module is performing.
  • VeryVerbose: Logs every step of each operation a module is performing.

In the following example, you can see the verbosity level associated with each module:

[Core.Log]
LogAkAudio=Verbose
LogAudiokineticTools=Log
LogWwiseAudioLink=Verbose
LogWwiseConcurrency=Verbose
LogWwiseFileHandler=Verbose
LogWwiseHints=Warning
LogWwiseResourceLoader=Warning
LogWwiseResourceCooker=Log
LogWwiseProjectDatabase=Log
LogWwiseSimpleExtSrc=Error

For more information about setting log verbosity and verbosity levels, see Logging in Unreal and ELogVerbosity::Type.

Stats

If you have issues with memory usage and performance, you can use the Stats in the low-level Wwise constructs to troubleshoot. Use the Unreal Frontend to start a profiling session, or use the Stats menu to enable real-time visualization of the available statistics. For example, the WwiseFileHandler stats have information about all currently loaded assets.

The Integration includes the following Stats:

  • AkAudioDevice: Logs information about Post Event Async calls.
  • AkSoundBankGenerationSource: Logs WAAPI calls related to SoundBank generation.
  • WwiseConcurrency: Logs information about memory used to manage multi-threading.
  • WwiseFileHandler: Logs information about loaded media, SoundBanks, and external sources.
  • WwiseFileHandlerLowLevelIO: Logs information about streaming sounds.
  • WwiseMemory: Logs information about memory usage.
  • WwiseObstructionOcclusion: Logs information about obstruction and occlusion calculations.
  • WwiseProjectDatabase: Logs information about memory used by the WwiseProjectDatabase module.
  • WwiseResourceLoader: Logs information about referenced AkTypes.
  • WwiseSoundEngine: Logs information about API calls.

To access this information, select the Stats that interest you in the Unreal Viewport options.

For more information about Stats, see Stat Commands.

GeneratedSoundBanks Folder

The GeneratedSoundBanks folder is usually relative to the project root. When using the editor with the -Game option, you might need to set the working directory to the same folder as the root that contains your .uproject file.


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