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0 投票

We have seen so many larger companies using Wwise, and the sounds in those games are so well done with so much flexibility offered through Wwise. 

But when it comes to working with Wwise, it has been a pain in the butt every step of the way. We can't launch our project because Wwise 2024 version "requires" c++. So we added c++ and still cant launch. Now reverting each change to undo c++ additions and this is just a nightmare. We can't get into the project and we can't properly remove Wwise.

I have dedicated time to integrating Wwise. I was able to help with the process for the 2023 version and we did get it working. But then we got a sound designer very familiar with FMOD and other sound tools. They were interested in using the up to date version of Wwise just to be sure they had access to all the latest changes. 

And to top things off, cant even attach images here to share whats going on. Lets add another step to this grueling process and I'll make an Imgur account just so i can get a link for those images to then share it here. 
https://imgur.com/a/hNfRy5a

Attached in the link are images of the popups that aren't helpful about what exactly to do when launching the project with Wwise added. So basically, adding Wwise broke the project.

We followed step by step process for integrating and any efforts searching online for removal were met with "find all references to nodes and delete, then delete a Wwise folder". As vague as that is, Its only possible if we can get into the project!

I have seen "Wwise Integration" as a skill on another sound designers resume. I always asked how that could be or needs to be a skill. Why do you guys make it so difficult to enable your stuff in Unreal Engine? And to remove... 

I have been looking forward to finally getting Wwise into a project for years and learning how to work with it, and this has been my experience.

分类:General Discussion | 用户: Robert Grasso (110 分)

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