コミュニティQ&A

Audiokineticのコミュニティ主導のQ&Aフォーラムへようこそ。ここはWwiseとStrataのユーザのみなさまがお互いに協力し合う場です。弊社チームによる直接のサポートをご希望の場合はサポートチケットページをご利用ください。バグを報告するには、Audiokinetic LauncherのBug Reportオプションをご利用ください。(Q&AフォーラムではBug Reportを受け付けておりませんのでご注意ください。専用のBug Reportシステムをご利用いただくことで、バグの報告が適切な担当部門に届き、修正される可能性が高まります。)

最適な回答を迅速に得られるよう、ご質問を投稿される際は以下のヒントをご参考ください。

  • 具体的に示す:何を達成したいのか、またはどんな問題に直面しているのかを具体的に示してください。
  • 重要な詳細情報を含める:Wwiseとゲームエンジンのバージョンやご利用のOSなど詳細情報を記載してください。
  • 試したことを説明する:すでに試してみたトラブルシューティングの手順を教えてください。
  • 事実に焦点を当てる:問題の技術的な事実を記載してください。問題に焦点を当てることで、ほかのユーザのみなさまが解決策を迅速に見つけやすくなります。

0 支持

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

BaggoNotes (1.1k ポイント) General Discussion
BaggoNotes 編集

回答 1

0 支持
 
ベストアンサー
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).
BaggoNotes (1.1k ポイント)
...