社区问答

欢迎来到 Audiokinetic 社区问答论坛。在此,Wwise 和 Strata 用户可互帮互助。如需我们团队直接提供协助,请前往技术支持申请单页面。若要报告问题,请在 Audiokinetic Launcher 中选择“报告错误”选项(注意,问答论坛并不会接收错误报告)。我们内部设有专门的错误报告系统,会有专人查看报告并设法解决问题。

要想尽快得到满意的解答,请在提问时注意以下几点:

  • 描述尽量具体:比如,想达到什么样的目的,或者具体哪里有问题。
  • 包含关键细节:比如,Wwise 和游戏引擎版本以及所用操作系统等等。
  • 阐明所做努力:阐明自己为了排除故障都采取了哪些措施。
  • 聚焦问题本身:聚焦于问题本身的相关技术细节,以便别人可以快速找到解决方案。

+6 投票
Hi folks,

I've run into a problem on our project. We're currently using the Movie Render Queue plugin to render our level sequence cinematics out of Unreal Engine. The problem we are facing is that even though we've selected ".wav audio" as an output in the settings, no audio is being rendered. if we render locally it outputs a .wav file that is silent for the duration of the clip, if we render remotely it doesn't output a .wav file at all.

We are using AkAudioEvent on the level sequence as normal, the soundbank is generated and loaded correctly, when you start rendering you can hear the audio being played as it's rendered. Has anyone else run into this problem. Does anyone know the answer to this?

We are currently on Unreal Engine 5.1.1 and Wwise 2022.1.5.

Cheers,

Sam
分类:General Discussion | 用户: Sam B. (160 分)
Any updates on this?
Hey, I was wondering if you found a solution for this?
I am also very interested in solving this.

1个回答

0 投票
After researching this on my end and consulting with the audio programming team at Epic, the path here is
1. Modify UE engine so that the offline audio rendering path supports external APIs to hook into it to provide their own implementations of offline audio mixers

2. Epic would likely accept this as PR to the engine

3. Audiokinetic needs to provide their own implementation of an offline audio device and offline audio mixer.

Question is, would AK be willing to work on a PR to the UE engine to make it open for external extension.
用户: Adrian Jakubiak (300 分)
...