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0 投票

Hello,

I have a project in Unreal 5.2 with full sound implementation.  I am using Wwise (2022.1.5.8242.2714) and when I am in the project, can profile and hear sounds during play mode.  Upon building the game, I no longer can hear sounds.  I tried using the profiler to connect to the build but it does not appear as a platform to connect to, leading me to believe the Wwise Engine somehow is disappearing from the build.

 I am going to attach a full txt file of the build's log and a line of interest I found below

 

UATHelper: Packaging (Windows): Wwise SoundEngine is disabled: Using the null SoundEngine.


Any comments or ideas are appreciated!

 

Here is the full log:

Full Log

分类:General Discussion | 用户: BaggoNotes (1.0k 分)
修改于 用户:BaggoNotes

1个回答

0 投票
 
已采纳
After troubleshooting over the past couple of months, the problem has been solved!  The short answer is this: Our project was connected to a GitHub repository, and the Wwise plug-in on Unreal does not properly carry through commitments to a branch, meaning when I pull from a branch's origin, there is no longer a plug-in that is recognizable on builds of an Unreal project. (This is why in the document shared in the original post, there is a message that says "Wwise SoundEngine is disabled: Using the null SoundEngine)  Deleting the Wwise folder -- The plug-in -- from the project's folder hierarchy, and then reintegrating Wwise into the Unreal project through the AudioKinetic launcher solved the problem. It allowed for a build of the game that included audio.

I had no idea the problem was related to GitHub and am still unsure how to break down the full troubleshooting process toward figuring this all out. However, I will be doing my best in a video down the road, covering the integration and build process for Wwise when it is either involved or uninvolved with Github. (I will reply to this comment with a link when that happens).
用户: BaggoNotes (1.0k 分)
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