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Multiple Output Devices in a Scene (UE4) (AddOutput)

0 votes

I've been trying for a while to try and have multiple listeners in a scene record the audio they pick up individually.

How I've been trying to do this is by making each listener output to a different audio device and record it.  I've been trying to use the AK::SoundEngine::AddOutput() func to do this, but every time I use it it says audio device share set doesn't exists, even if I send in what I think is the System audio device.  This is my first time using wwise so I could definitely be messing up something here.

I have a Audio Device called "System [System]", and a Audio Bus called "Master Audio Bus" (and a couple other ones, but I'm trying to make this work with the default first, unless I'm way-off with my approach)

Here is some code I've made so far, it's a modified version of the code from a blog about adding multiple audio devices: https://blog.audiokinetic.com/implementing-two-audio-devices-to-your-ue-game-using-wwise/

TTuple <AkUInt32, FString> AAudioManager::SearchAudioDeviceIdByName(FString deviceName)
{
    TTuple <AkUInt32, FString> result;
    AkUInt32 deviceId = AK_INVALID_DEVICE_ID;

    if (deviceName.Len() == 0) {
        // getting default device
        AK::GetWindowsDevice(-1, deviceId, NULL, AkDeviceState_Active);
        auto deviceNameWstr = AK::GetWindowsDeviceName(-1, deviceId, AkDeviceState_Active);
        result.Key = deviceId;
        result.Value = FString(deviceNameWstr);
    }
    else {
        AkUInt32 immDeviceCount = AK::GetWindowsDeviceCount(AkDeviceState_Active);
        for (AkUInt32 i = 0; i < immDeviceCount; ++i) {
            AK::GetWindowsDevice(i, deviceId, NULL, AkDeviceState_Active);
            auto deviceNameWstr = AK::GetWindowsDeviceName(i, deviceId, AkDeviceState_Active);
            if (FString(deviceNameWstr).Contains(deviceName)) {
                result.Key = deviceId;
                result.Value = FString(deviceNameWstr);
                break;
            }
        }
    }
    return result;
}

AkOutputDeviceID AAudioManager::AddCustomOutput(FString AudioDevice, FString WwiseDevice, AkGameObjectID in_pComponent)
{
    TTuple <AkUInt32, FString> Device;
    AkOutputDeviceID deviceId = AK_INVALID_DEVICE_ID;
    FString WwiseDeviceName = "System";
    AKRESULT res = AK_Fail;


    if (AudioDevice.Len() == 0 && WwiseDevice.Len() == 0) {
        return deviceId;
    }
    if (WwiseDevice.Len() > 0) {
        WwiseDeviceName = WwiseDevice;
    }

    Device = SearchAudioDeviceIdByName(*AudioDevice);

    if (Device.Key) 
    {
        AkOutputSettings outputSettings(*WwiseDeviceName, Device.Key);
        auto gameObjID = in_pComponent;
        res = AK::SoundEngine::AddOutput(outputSettings, &deviceId, &gameObjID, 1);
    }
    else
    {
        UE_LOG(LogAkAudio, Error, TEXT("Failed to find audio device %s"), *AudioDevice, *WwiseDeviceName, res);
    }

    FString componentName = FString("Listener");
    if (res != AK_Success) 
    {
        UE_LOG(LogAkAudio, Error, TEXT("Error attaching of AkComponent \"%s\" to \"%s\" <-> \"%s\". Error \"%d"), *componentName, *AudioDevice, *WwiseDeviceName, res);
    }
    else 
    {
        UE_LOG(LogAkAudio, Warning, TEXT("AkComponent \"%s\" attached to \"%s\" <-> \"%s\" "), *componentName, *Device.Value, *WwiseDeviceName);
    }
    return deviceId;
}

AKRESULT AAudioManager::RemoveCustomOutput(AkOutputDeviceID deviceId)
{
    return AK::SoundEngine::RemoveOutput(deviceId);
}

// Called when the game starts or when spawned
void AAudioManager::BeginPlay()
{
    Super::BeginPlay();
    
    //FAkAudioDevice* AudioDevice = FAkAudioDevice::Get()

    if (listeners.Num() <= 0)
    {
        UE_LOG(LogTemp, Error, TEXT("No Listeners Assigned to AudioManager!"));
        return;
    }

    TArray<AkGameObjectID> listenerIDs;

    for (int i = 0; i < listeners.Num(); i++)
    {
        listenerIDs.Add(listeners[i]);

        AkOutputDeviceID id = 0;

        //assign output for listener
        //AkOutputSettings outputSettings1("Mic", listenerIDs.Last() /*Player ID (first player)*/);
        //AK::SoundEngine::AddOutput(outputSettings1, NULL, &listenerIDs.Last(), 1);
        
        AddCustomOutput("System", "Master Audio Bus", listenerIDs.Last());

        AK::SoundEngine::RegisterGameObj(listeners[i], "My Default Listener");

        //AK::SoundEngine::Query::SetBusEffect()
    }
    AK::SoundEngine::SetDefaultListeners(&(listenerIDs[0]), listenerIDs.Num());
}

Thank you.

asked Jan 25, 2022 in General Discussion by Clara T. (100 points)

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