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How to implement sets of footsteps made in Wwise into Unity

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Hi there, I was wondering if you can help me implement footsteps from Wwise into Unity. I am a Game Audio design student and I have a project deadline approaching.

I have followed the official Wwise tutorials from scratch on how to make random containers, nested inside switch containers etc. In Wwise all of the concrete and dirt and gravel footsteps play as they should. So now I've moved on to the integration with Unity. I've followed all the steps and have a functioning wwise integration that I have tested successfully with simple event calls. The trouble I'm having is in getting the FPC to play the various switch containers when I walk into the box colliders. For the box colliders, I have the Sk Switch, with my chosen footstep material, and have ticked 'use other object'.

For the first person controller script. I have deleted the section where it calls for the unity engine to execute the step sounds as instructed in this tutorial:https://www.youtube.com/watch?v=O_ZgQwqOll8 - and again as instructed added this line of code: AkSoundEngine.PostEvent("Footstep", gameObject);

I've moved the first person controller script to the Wwise folder containing among other things the Wwise Switches folder, Events folder, Actor-Mixer Hierarchy etc. I get no build errors on the script and the game plays with no compiler errors. but unfortunately still no footstep sounds are played when I walk into my box collider.

Can you think of something I might have missed?

ps, I'm not an audio programmer.

Thanks a lot for your help.

Patrick

 

pps, I should add, I didn't delete the entire part of the First Person Script relating to footsteps. Only the part mentioned in the video tutorial. Here it is hosted online: http://postimg.org/image/zeyk3g2r5/

I should also add that whilst the game does play, there are 2 warnings relating to Wwise. 'Event ID not found', and 'Failed posting event'

Here is the screenshot: http://postimg.org/image/4m9m4ljaz/

 

Thank You.

asked Jan 12, 2016 in General Discussion by Patrick Y. (130 points)

1 Answer

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Best answer
Hi Patrick

I usually see errors like that when the appropriate sound bank has not been loaded.
answered Feb 11, 2016 by Richard Goulet (5,740 points)
selected Feb 16, 2016 by Benoit S. (Audiokinetic)
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