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Why do I get the message "Could not find plugin dynamic library Auro" when generating sound banks?

+1 vote

I get the following error:

LogAkAudio:Error: Could not find plugin dynamic library Auro
LogAkAudio:Error: Plug-in not registered: 72093811

I am using 

Unreal Engine: 4.14.2
Wwise: 2016.1.6.5925

with the corresponding wwise unreal plugin with the modified file: AkAudio.Build.cs

Added the lines (264):

        AddWwiseLib(Target, "AuroHeadphoneFX");
        AddWwiseLib(Target, "AuroPannerMixer");


I saved the file, close the Visual Studio project and then regenerated my visual studio project and build "Development Editor" and then re-ran the project. When I generate my sound banks, I get that error.

Any and all help would be appreciated.



 

asked Mar 29, 2017 in General Discussion by Jeremy D. (170 points)

1 Answer

+3 votes

I understand I'm replying to an old thread but this shows up when I google it, so here is what worked for me:

Unreal Engine: 4.23

Wwise: 2019.2.0.7216

I got the following error:

LogAkAudio:Error: Could not find plugin dynamic library AkPeakLimiter
LogAkAudio:Error: Plug-in not found: 7223335

Here is the video that saved me: 
https://www.youtube.com/watch?v=2KpF6wQPNCs (22:52) Follow the steps he gives out but instead of writing whatever custom plugin he's using, put the one your getting an error with.
 

Instead of AddWwiseLib they have AkLibs in AkAudio.Build.cs: (Around line 120 for me)

private List<string> AkLibs = new List<string> 

{

"AkSoundEngine",

"AkMemoryMgr",

"AkStreamMgr",

"AkMusicEngine",

"AkSpatialAudio",

"AkAudioInputSource",

"AkVorbisDecoder",

"AkPeakLimiterFX",

"AkRoomVerbFX",

"AkParametricEQFX",

};

I added the three I was getting errors on (AkPeakLimiterFX, etc) and then I went into AkAudioDevice.cpp and added these around line 65:

// Wwise plug-ins
#include <AK/Plugin/AkVorbisDecoderFactory.h>
#include <AK/Plugin/AkPeakLimiterFXFactory.h>
#include <AK/Plugin/AkRoomVerbFXFactory.h>
#include <Ak/Plugin/AkParametricEQFXFactory.h>
Then I compiled and generated soundbanks and it worked
answered Mar 3, 2020 by Alejandro P. (220 points)
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