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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Hello! I'm working on a sound replacement for the Unreal ShooterGame. I'm trying to do as much as possible in C++ (Hopefully everything) and I'm using UE4.10.0 as well as the corresponding Wwise auth tool, integration and XCode (I'm on El capitan and the software versions I'm using are correct and compatible as far as I know).

I've been informed that in this case, the Wwise soundengine modules are already initialized in the code (Soundengine, music engine, comms, ... ). Yesterday I managed to import the Init.bnk and a Test.bnk generated in Wwise to UE4's content browser, I created an event with same name as an event in Wwise, built banks and through blueprint I could play a pickup sound. Those banks already include header files because I plan on loading/unloading banks with IDs.

The problem is that when I try to load/unload banks in C++, I include the generated header files for the IDs and apparently the code can't find that header file. (#include "Wwise_IDs.h")

I already accessed the build settings, set custom header file search paths and that didn't seem to help. Can anyone shed some light on this subject? Thanks a lot!

 

General Discussion - (240 포인트) 로 부터
I figured it out. Obviously it's not enough to write #include "Wwise_IDs.h"

I added the path to the actual file and wrote:

"../ShooterWwiseProject/GeneratedSoundBanks/Wwise_IDs.h"

Now it works perfectly.
Glad you figured it out! I'll copy/paste your solution in an answer for future reference.

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우수 답변

Answer found !

 

Obviously it's not enough to write #include "Wwise_IDs.h"

I added the path to the actual file and wrote:

"../ShooterWwiseProject/GeneratedSoundBanks/Wwise_IDs.h"

Now it works perfectly.

Benoit S. (Audiokinetic) (16.0k 포인트) 로 부터
Same problem here, I tried what Filipe D. answered, not working for me maybe I have misdone something.
I am using Unity, Windows, Visual Studio.
At the top of my main C# script I typed : #include "C:\Users\TESTudiant\Documents\Media UNITY\Thoronet Terrain\Assets\StreamingAssets\Audio\GeneratedSoundBanks\Wwise_IDs.h";
Error is "Preprocessor Directives expected"
I replaced "#include" with "using", not working neither.
Thanks in advance
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