Wwise SDK 2022.1.17
|
Problem: At startup, Wwise displays an error message stating that two plug-ins have the same Company ID and Plug-in ID.
Problem: My plug-in is not available to the user in Wwise.
SourcePlugin
tag for source plug-ins and EffectPlugin
for effect plug-ins. Refer to Plug-in Type Elements for more information. This category must be matched in both the XML file and PluginRegistration class in your engine-side code.AkCreatePlugin()
function in your DLL and in the PluginRegistration object. See Sound Engine Plug-ins Overview for an example of PluginRegistration. Refer to Wwise Plug-in XML Description Files and Writing the Authoring Part of an Audio Plug-in for more details.Problem: My plug-in is not available to users on Mac but works on PC.
Problem: One of the controls in my plug-in's user interface is empty or disabled.
Problem: One of the Wwise controls in my plug-in's user interface does not appear correctly.
Class
attribute is properly set in your dialog resources. Refer to "Class" Control Attribute for more details.Class
attribute when required. Note that you should never change the text on a control that is bound to a property. Refer to "Prop" Control Attribute for more information.Problem: My plug-in doesn't recognize property changes in the UI.
AudioEnginePropertyID
specified in your plug-in definition file is in the 0-32767 range, or 0-150 for the wcustomproperties file. Refer to Properties Element for more information about the AudioEnginePropertyID
tag.AudioEnginePropertyID
specified in your plug-in definition file matches the ID you use in your implementation of AK::IAkEffectParam::SetParam(). Refer to Properties Element for more information about the AudioEnginePropertyID
tag, and AK::IAkPluginParam::SetParam() for details about implementing AK::IAkEffectParam::SetParam().Problem: My plug-in works in Wwise but not in my game.
There are two possibilities:
Problem: I can add my plug-in in a project, but I can't hear its effects when playing a sound in Wwise.
Problem: My plug-in does not display debugging and/or diagnostic information.
AK::IAkPluginContextBase::PostMonitorMessage()
, which is a method that can be called from the AK::IAkEffectPluginContext
instance passed as an argument to your plug-in's AK::IAkSourcePlugin::Init()
or AK::IAkEffectPlugin::Init()
function.AKPLATFORM::OutputDebugMsg()
or AKPLATFORM::OutputDebugMsgV()
, found in AkPlatformFuncs.h.Problem: My plug-in doesn't work in Unity.
Here are a few points to validate for new plugins in Unity:
Refer to Plug-in Static Registration for more details.
Questions? Problems? Need more info? Contact us, and we can help!
Visit our Support pageRegister your project and we'll help you get started with no strings attached!
Get started with Wwise