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0 支持

Hi. I'm testing latest wwise version v2014.1.3_build_5219. 

I want to run the integrationDemo included with the wwise distribution.

When i open the project in XCode 6.1.1. I get 3 compilation problems on AKDefaultiIOHookBlocking.cpp

 

call to non-static member function without an object argument

 

on lines

 

81:

                CAkMultipleFileLoc::Term();

 

108:

 

                return CAkMultipleFileLoc::Open(in_pszFileName, in_eOpenMode, in_pFlags, false, out_fileDesc);

 

 

132:

 

                 return CAkMultipleFileLoc::Open(in_fileID, in_eOpenMode, in_pFlags, false, out_fileDesc);

 

 

I've tried commenting these lines and then i get this other error on IntegrationDemo.cpp line 100

 

m_pLowLevelIO->SetBasePath( SOUND_BANK_PATH );

 

/Wwise/Wwise_v2014.1.3_build_5219/SDK/samples/IntegrationDemo/Common/IntegrationDemo.cpp:100:17: No member named 'SetBasePath' in 'CAkFilePackageLowLevelIOBlocking'

 

 

If i comment this line then the app runs but i get these messages

 

 

AK Error: Bank Load Failed

/Users/ace/Wwise/Wwise_v2014.1.3_build_5219/SDK/samples/SoundEngine/POSIX/AkFileHelpers.h:104:CloseFile failed assertion `!"Failed to close file handle"'

/Users/ace/Library/Developer/CoreSimulator/Devices/ED511410-8D2E-4B30-804B-56DD72DF45C9/data/Containers/Bundle/Application/BCC64C23-D94F-4943-8A56-B176EF74D0AE/IntegrationDemo.app/iOS/AK Error: Unload bank failed, requested bank was not found.

 

And the screen shows a message telling "failing to load file "Init.bnk" under soundbank path." with the joystick and control keys at the bottom.

 

Could you give me some advice on how to have this sample running correctly?

 
Andres S. (100 ポイント) General Discussion
Andres S. 編集

回答 1

0 支持
Did you generate the SoundBanks for the IntegrationDemo project first?

See the Readme.txt file in the installed SDK, which usually shows itself at the end of the installation, please.

By default the banks for iOS and Mac SDKs' IntegrationDemo project are not shipped.

Can you try that and see if the problems are gone?

On my side with the same build, I don't have the issue after all the banks are generated.
Beinan L. (Audiokinetic) (1.2k ポイント)
I ran into the same problem. I’m trying to get Wwise into our game, not create sounds, so this seems like kind of an oversight. Integrating Wwise seems far harder than any other sound engine I’ve worked with.
If it's the compilation problem, make sure that you have the Low-level I/O source code, for which the Wwise installation provides the default implementations (blocking and deferred) in SDK/samples/SoundEngine/<platform>. Now in the <platform> section, for iOS/Mac you will need Common, POSIX, iOS/Mac sub-folders. They contain code shared by different platforms and platform-specific code.

You can check low-level I/O doc here:
https://www.audiokinetic.com/library/2015.1.5_5533/?source=SDK&id=streamingmanager__lowlevel.html

The low-level I/O is made flexible because projects may have specific needs for I/O, such as performance and file access concerns.
The use of sample code in addition to libraries was indeed confusing, and part of the overall problem. Here, the issue is that there is no sample app that you can just run and use as a model. You have to first generate a sound bank, whatever that means (I think it means I have to download something else entirely and learn how to use it).

My use case may be odd — the sound guy who I am not yet working with said we should use Wwise, so I am trying to integrate it so that when he's available, we can be productive.
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