Community Q&A

Welcome to Audiokinetic’s community-driven Q&A forum. This is the place where Wwise and Strata users help each other out. For direct help from our team, please use the Support Tickets page. To report a bug, use the Bug Report option in the Audiokinetic Launcher. (Note that Bug Reports submitted to the Q&A forum will be rejected. Using our dedicated Bug Report system ensures your report is seen by the right people and has the best chance of being fixed.)

To get the best answers quickly, follow these tips when posting a question:

  • Be Specific: What are you trying to achieve, or what specific issue are you running into?
  • Include Key Details: Include details like your Wwise and game engine versions, operating system, etc.
  • Explain What You've Tried: Let others know what troubleshooting steps you've already taken.
  • Focus on the Facts: Describe the technical facts of your issue. Focusing on the problem helps others find a solution quickly.

0 votes
We're just evaluating Wwise for our Unity project, and running into some general issues that hopefully there are easy fixes/ best practices, to avoid.

One of them is that sounds are playing on my gameobject after it is destroyed. When I create a campfire, I send an event to wwise saying "Play_Campfire" which is a looping event so it plays a campfire crackle loop. However, if I destroy that gameobject. (right now I'm just destroying them in a debug mode) it continues to play the looping event. How am I able to get this campfire to stop playingits looping event sound via code. Ideally looking for a generic solution so I don't need to create a custom stop event for each gameobject that might have a looping sound that I need to stop.

Obviously never had this issue with Unity's default audio as the audio source component is attached to the gameobject itself. Hopefully some others have come accross the same issue and there's a good solution, seems like a pretty basic use case :)

Wwise is fun, bit of a learning curve, but looking forward to doing some cool stuff with it :)

 

Thanks

Jesse
in General Discussion by Jesse C. (130 points)

2 Answers

0 votes
You need to create a stop event in wwise that stop your campfire audio container.

Then before destroying your game object, you need to call the event.
by Maxime F. (150 points)
0 votes
when you call PostEvent(), you will get a playingId, cache it, when you want to stop the event, use the StopPlayingID()
uint playingId = AkSoundEngine.PostEvent(eventName, gameobject);
AKSoundEngine.StopPlayingID(playingId);
by Li C. (140 points)
...