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Event Plays in Wwise but not in Cube (Lesson 2)

+2 votes
Hi all, probably a basic question with a easy solution but I cant find my head around it.

 

At the end of Lesson 2 I have my Fire_Shotgun_Player Event with all the audio (Blast, Pumps and Shells) and it plays OK in Wwise. I proceed on Generating the SoundBank of that Event (Windows, ENG) still using Main as the source , just as I followed in Lesson 1.

In Cube only the Blast from Lesson 1 plays, and after Connecting it to Wwise and runnin a Capture Log it appears an Error that follows: Selected Media Not Available, for each of the obects in the Event.

Im running Wwise 2019.10 and used only the audio files provided from the Lesson Folder.

What step am I missing in order to get the event to trigger in Cube with all the audio files from Lesson 2 in it? Again, it plays OK in Wwise but not in Cube.

 

Thx.
asked Apr 13, 2019 in General Discussion by Jordi B. (120 points)
Hi! Did you ever figure out what was wrong?? Im having the exact same problem.
Hi,
the same happens to me for the shotgun blast of the first lesson. Did you fix that? If i select the proper soundbank the sound seems to work but as i switch to the game the capture log says that the event is triggered, then the action is triggered, but at the end the same error of your appears and the play fails so no shotgun blast during the gameplay.
Thx

2 Answers

+2 votes
My first thought is that you forgot to add the new event to the soundbank before generating, or that not every object in the soundbank was selected, or that you aren't loading the correct soundbank in game. That error means the audio you are trying to trigger is not in any loaded soundbank. That should at least help you narrow down the issue.
answered May 3, 2019 by Beatrix Moersch (3,280 points)
+2 votes
I had the same issues and looked everywhere for a result. I ended up thinking that you can generate the soundbanks, but I didn't think the the "Lesson 2" session had the right routing to the correct folder. I ended up going through the user settings and had it drop off at the same folder as the previous session. Hit generate, booted it up and the sound is now working.

You can have the right process, generate the soundbank, but if it doesn't know where to deposit the event it can't get to the game.
answered Aug 7, 2020 by Austin C. (180 points)
Immensely helpful! I think the issue I had and other people I've seen, is that there's multiple Cube Folders. One in my Wise Projects folder which OSX puts in Documents for some reason, and one in the Audiokinetic Wwise folder.

I went into Wwise Launcher, clicked the arrow next to Run Cube, and used open containing folder to confirm where it was opening the game from.

Then I used your user settings advice to make sure I was dropping it off in that Cube (Which was the one in the Main Audiokinetic applications folder, not the Cube in Wwise projects)

Worked like a charm
Thank you!! I had this exact problem and couldn't figure out what was going wrong. I ended up going back to the content for lesson 1 to check exactly where it was saving the soundbank information and then copied that path for the soundbank in lesson 2. Also as a side note - in my Cube game the character is holding a magical staff and not a shotgun - and the coding is down as "Fire_icegem_player" - so I also had to change the name from "Fire_Shotgun_Player" to "Fire_icegem_player" so that the name was exactly the same, otherwise the pathing was totally lost.

Hopefully this helps if anyone has this problem!
Hey Matthew. The reason you have a Fire_icegem_Player is because you downloaded Wwise 2021.1 (not certification ready) instead of Wwise 2019.1 (certification-ready). More info here https://info.audiokinetic.com/students-update-wwise2021
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