커뮤니티 Q&A

Audiokinetic의 커뮤니티 Q&A 포럼에 오신 것을 환영합니다. 이 포럼은 Wwise와 Strata 사용자들이 서로 도움을 주는 곳입니다. Audiokinetic의 직접적인 도움을 얻으려면 지원 티켓 페이지를 사용하세요. 버그를 보고하려면 Audiokinetic 런처에서 Bug Report 옵션을 사용하세요. (Q&A 포럼에 제출된 버그 보고는 거절됩니다. 전용 Bug Report 시스템을 사용하면 보고 내용이 담당자에게 정확히 전달되어 문제 해결 가능성이 크게 높아집니다.)<segment 6493>

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0 투표
  • Wwise version 2023.1.8.8601
  • (Modified) Unreal Engine version 5.4
  • Windows (unconfirmed on other consoles)

Problem

  1. When posting a looping event on a game object (and it only happens on this one object, everything else works fine), the sound does not play. When profiling, the Voice Inspector shows that the sound is not virtual and is playing at a reasonable volume (between -10dB and -3dB). However, the distance attenuation (and anything else referring to the attenuation) is strangely missing from the Voice Inspector. When looking at the Voices and Voices Graph tabs of the Advanced Profiler, it shows that the total volume is negative infinity, though still not virtual despite having virtual settings.
  2. Whenever this occurs (because it doesn't happen every time), all streamed sounds experience Source Starvation (the looping event is not streamed, and therefore not experiencing Source Starvation). In the Streams tab of the Advanced Profiler, Ref. Memory and File Size is dashed out, Buffering Status never changes, all bandwidth is 0 Bytes/s, all Est. Throughput is 1.0 KB/s, and all "Active" flags remain false for the entire playtime. In Streaming Devices, it shows that we still 2 MB in the I/O Pool Size that has yet to be referenced, and all 64 allocations are still free. Granularity remains at 32 KB, and bandwidths are also 0.
  3. When both of the above occur in a World, even when you leave and go to the same world, or leave and go to a different world, the looping event never works ever again (even though the game object changes on world transfer), and all Source Starvation issues remain despite Streams still continuing to be initialized and destroyed (they're just never used).

One thing to note: this only has shown to occur in a world that utilizes world partition streaming, and it occurs the moment that you load into that world. If you go to non world partition maps before the world partition map, then those initial maps are fine. If you go to non world partition levels after the problems start up, then the above occurs indefinitely (just like I described in #3).

Last note, this occurs on development, test, and shipping builds, but it's either not reproducing in-editor, or it's very difficult to reproduce in-editor.

Does anyone have any suggestions?

General Discussion Jake G. (100 포인트) 로 부터

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