- Migrating the Unity project from a previous Wwise Unity Integration version fails in Unity 4
- Compiling errors after installation
- DllNotFoundException in the Unity Console
- There is no sound
- Can't connect the Wwise Profiler
- Error during installation - Access to the path is denied in the Unity Console
- Error during SoundBank generation on Wwise for Mac - Cannot write to Wwise_IDs.h
- Error: Plugin Not Registered
- "Multiple plugins with the same name" in the Unity Console on Mac
- "Failed to initialize the sound engine" using the Vita HW plug-in
- "Failed to initialize the sound engine" using the Xbox One plug-in
If the "Migration completed successfully" message on Windows or the "Wwise Migration: project reload required" on Mac didn't appear in the Unity console, then the Unity project migration may have failed.
Perform the following to resolve the issue:
- Restore your project backup or, if your Unity project is under source control, revert the failed migration changes.
- Migrate the Unity project using your authoring platform version, "Mac" or "Windows", of the Wwise Unity Integration UnityPackage.
- Import the Wwise Unity Integration UnityPackage for your remaining targeted platform(s).
If you have just upgraded Wwise from a previous version, you may have duplicate scripts. In version 2013.2.8, the
UNITY_PROJECT_ROOT\Assets\Wwise\Deployment\Examples folder was renamed to
Components. If you haven't made any changes to the scripts in the
Examples folder, you can simply delete it.
Also, if you develop on multiple platforms, make sure that you have installed the UnityPackage for each of your development platforms. There are some scripts that are platform-specific.
If you see a DllNotFoundException message about AkSoundEngine in the Unity console on Windows, this can be caused by two missing dependencies:
- Make sure you have DirectX installed on your machine.
- If you are using the
Debugconfig of the Wwise-Unity Integration, you also need the Microsoft Visual Studio 2010 Debug Redistributables installed. Normally, the
Profileconfiguration is installed by default, so this should not be an issue unless you manually installed the
- A known issue with Unity 4 and Windows Store Apps leads to a DllNotFoundException. To fix the error, please follow these steps:
- Open the Visual Studio solution that is generated when you build the game.
- Build the game.
- Right-click on the C# project, and select "Add -> Existing item...".
- Navigate to
BUILD_FOLDER/PROJECT_NAME, select the AkSoundEngine.dll file, and click "Add".
- Rebuild the game.
If you hear no sound in your game, check the following:
- If there is no sound when you run the game in standalone, try to run your game in the Editor on Windows or Mac. It is easier to fix the issues in the editor first.
- Ensure your SoundBanks have been properly generated, and that Unity can find them. If you are running the game in the editor, the integration will look for the SoundBanks in the Generated SoundBanks path from your Wwise project. If none are found there, it will then look in the StreamingAssets folder. Note that if you chose to override the project SoundBank path in Wwise, the integration will not be able to load them automatically. For more information on the issue, see Build for target platform
- Ensure that the Sound Engine is initialized properly before any other audio calls are made, and terminated after all engine calls are completed. You need to ensure the Script Execution Order (menu Edit > Project Settings > Script Execution Order) is properly set for AkInitializer and AkTerminator.
- Are there any errors reported in the Unity console? Fix them...
- If you connect the Wwise Profiler (F7, in Wwise) while running your game, are there errors reported in the Capture Log?
- In the Wwise Profiler, in the SoundBank tab can you see your bank(s) loaded? If the tab is not visible, open the Profiling Settings (Alt-G) and enable the SoundBanks. If they are not loaded, you should check when and how you load them. Look for AkBank components and
- In the Wwise Profiler, in the Capture Log, can you see your expected Event posted? If not, you should check that your SoundBanks contain these Events and that they are properly loaded (see previous point). If the banks are loaded, you should check the AkEvent, AkAmbient components and
AkSoundEngine.PostEventcalls in your game scripts.
If your game is running on Windows, check the following:
- Verify that the
backgroundsetting is enabled in Unity (menu File > Build Settings > Player Settings).
- Verify that the firewall on your machine allows port 24024 and that Wwise is set as an exception. If the firewall is disabled it is not an issue.
- Which configuration of the Wwise-Unity Plug-in are you running? Only
Profilehave the communication code enabled.
- Open the Task Manager, kill any process named "adb.exe". This is the Android driver and it locks TCP ports. This is true even if you don't develop on Android or have any Android device connected. (This is an issue on Google's side)
If your game is running on another computer or console, check the following:
- Are your Wwise computer and game console on the same subnet? If not, the game will not appear in the Remote Connection dialog. Enter the IP manually with the
- Is your network allowing traffic on port 24024 or dynamic port allocations?
On XBoxOne, you need to modify your appmanifest.xml file. See Connect the Wwise profiler to target devices (Xbox One)
If you see a Wwise: Error during installation: Access to the path is denied message in the Unity console, check the following:
- Did you try to install a new Plug-in configuration (
Release) from the Assets > Wwise > Install Plugins menu right after:
- installing the new Unity Integration from the
- previewing a Scene in the Unity Editor?
- installing the new Unity Integration from the
- Reopen your Unity project and install the new Plug-in configuration (
Release) right away.
If, using Wwise for Mac, you see an error during SoundBank generation about not being able to write to Wwise_IDs.h, check the following:
- Open the Wwise project
- In the project settings, go to the SoundBanks tab
- Set the
Header file pathto where the SoundBanks are generated
Your Wwise project uses a licensed plug-in which hasn't been included yet in your AkSoundEngine dynamic library. See Adding Licensed Plugins.
Using Unity 5 for Mac, upon importing the Integration, the Unity Console might display many errors that say
Multiple plug-ins with the same name 'aksoundengine' (found at 'Assets/Wwise/Deployment/Plugins/Mac/Release/AkSoundEngine.bundle' and 'Assets/Wwise/Deployment/Plugins/Mac/Debug/AkSoundEngine.bundle'). That means one or more plug-ins are set to be compatible with Editor. Only one plug-in at a time can be used by Editor.
These errors can be safely ignored, as the installation process will properly activate the correct plug-ins.
On the Vita, the Unity built-in audio system initializes the necessary hardware for audio, and thus Wwise's initialization fails. To fix the issue, disable the built-in audio by going to Assets > Project Settings > Audio, and selecting the "Disable audio" checkbox.
On the Xbox One, the Unity built-in audio system initializes the necessary hardware for audio, therefore Wwise's initialization fails. To fix the issue, disable the built-in audio by going to Assets > Project Settings > Audio, and selecting the "Disable audio" checkbox.
Note that because of a known Unity 5.0.2 issue, the audio hardware gets initialized even though the "Disable audio" checkbox is selected. As a workaround for this, in AkInitializer.cs, change the following code:
AkPlatformInitSettings platformSettings = new AkPlatformInitSettings(); AkSoundEngine.GetDefaultPlatformInitSettings(platformSettings); platformSettings.uLEngineDefaultPoolSize = (uint)lowerPoolSize * 1024; platformSettings.fLEngineDefaultPoolRatioThreshold = memoryCutoffThreshold;
AkPlatformInitSettings platformSettings = new AkPlatformInitSettings(); AkSoundEngine.GetDefaultPlatformInitSettings(platformSettings); platformSettings.uLEngineDefaultPoolSize = (uint)lowerPoolSize * 1024; platformSettings.fLEngineDefaultPoolRatioThreshold = memoryCutoffThreshold; #if UNITY_XBOXONE && !UNITY_EDITOR platformSettings.uMaxXMAVoices = 0; #endif
Note that this will disable the XMA plug-in.
Generated on Tue Aug 23 02:44:59 2016 for Wwise Unity Integration by 1.6.3