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0 votes
Hey guys,

I'm a sound designer (non-coder) who has been bashing my head against a wall for days troubleshooting Wwise with Unity. I cannot get 3D sound working with our game. The sound plays back, but the player position has no effect on panning or volume level of the sound.

I've created a game object and place it in the scene with components:

Ak Game Obj (Script): Apply Position Offset: []; Enironment Aware [x]; Listeners: L0;

Ak Ambient (Script): Trigger On: Start; Action on Event: []; Use Callback: []; Position Type: Simple_Mode; Show Attenuation Sphere: Dont_Show; Event Name: Play_Steam;

 

We have a MainGame object, which has a Main Game (Script) component on it. The Main Game script spawns a player prefab at a designated node. So on the Player prefab, I've attached the following components:

Ak Bank (Script): Load On: Start; Unload On: Nothing; Asynchronous: []; Bank Name: demo;

Ak Audio Listener (Script): Script: AkAudioListener; Listener Id: 0;

 

When I start the game, I hear the sound playing as expected, so I can assume that the bank and ambient components are working as expected. But moving the player around does nothing to update the sound, so I assume something is wrong with either the Ak Audio Listener or Ak Game Obj scripts. But I can't figure out WHAT.
in General Discussion by Jonathan P. (500 points)
It seems that there is some issue with the Ak Listener on the player. The player isn't in the level: our code spawns a player with a player prefab, which has the Ak Listener on it. Something in that process breaks the Ak Listener, but I'm not sure what.
Have you found an answer to this? I seem to be having the same problem. wWise/Unity newbie here.

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