コミュニティQ&A

Audiokineticのコミュニティ主導のQ&Aフォーラムへようこそ。ここはWwiseとStrataのユーザのみなさまがお互いに協力し合う場です。弊社チームによる直接のサポートをご希望の場合はサポートチケットページをご利用ください。バグを報告するには、Audiokinetic LauncherのBug Reportオプションをご利用ください。(Q&AフォーラムではBug Reportを受け付けておりませんのでご注意ください。専用のBug Reportシステムをご利用いただくことで、バグの報告が適切な担当部門に届き、修正される可能性が高まります。)

最適な回答を迅速に得られるよう、ご質問を投稿される際は以下のヒントをご参考ください。

  • 具体的に示す:何を達成したいのか、またはどんな問題に直面しているのかを具体的に示してください。
  • 重要な詳細情報を含める:Wwiseとゲームエンジンのバージョンやご利用のOSなど詳細情報を記載してください。
  • 試したことを説明する:すでに試してみたトラブルシューティングの手順を教えてください。
  • 事実に焦点を当てる:問題の技術的な事実を記載してください。問題に焦点を当てることで、ほかのユーザのみなさまが解決策を迅速に見つけやすくなります。

0 支持

Hi

I'm using Wwise 2015.1.4 (64 Bit) Build 5497, Unity 5.3.2f1 and testing on an Android 5.0 device.

The soundbank are folders named after the OS (Audio\GeneratedSoundBanks\Android\), and this works for pc (Audio\GeneratedSoundbanks\Windows\).

I have the Soundbank Path (relative to StreamingAssets folder) in Unity set as Audio/GeneratedSoundBanks/.

But when I build and run the game on my phone, looking at logcat using Android Studio, I can see that the soundbanks can't be found. I'm getting these errors:

05-16 21:53:22.848 23023-23041/com.chase I/Unity: WwiseUnity: Setting base SoundBank path to Audio/GeneratedSoundBanks/Android/
AkBasePathGetter:GetValidBasePath() (at C:\Users\Dicky\Dropbox\Repositories\Chase\Assets\Wwise\Deployment\Components\AkBasePathGetter.cs:216)
AkInitializer:Initialize() (at C:\Users\Dicky\Dropbox\Repositories\Chase\Assets\Wwise\Deployment\Components\AkInitializer.cs:141)
AkInitializer:Awake() (at C:\Users\Dicky\Dropbox\Repositories\Chase\Assets\Wwise\Deployment\Components\AkInitializer.cs:83)
(Filename: C Line: 0)
05-16 21:53:23.068 23023-23041/com.chase I/Unity: WwiseUnity: Sound engine initialized.
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
AkInitializer:Initialize() (at C:\Users\Dicky\Dropbox\Repositories\Chase\Assets\Wwise\Deployment\Components\AkInitializer.cs:166)
AkInitializer:Awake() (at C:\Users\Dicky\Dropbox\Repositories\Chase\Assets\Wwise\Deployment\Components\AkInitializer.cs:83)
(Filename: C Line: 0)
05-16 21:53:23.068 23023-23176/com.chase I/AKDEBUG: AK Error: 
05-16 21:53:23.068 23023-23176/com.chase I/AKDEBUG: File not found: Init.bnk
05-16 21:53:23.068 23023-23176/com.chase I/AKDEBUG: AK Error: 
05-16 21:53:23.068 23023-23176/com.chase I/AKDEBUG: Bank Load Failed
05-16 21:53:23.078 23023-23041/com.chase E/Unity: WwiseUnity: Failed load Init.bnk with result: AK_FileNotFound

As you can see, it looks like there are some hardcoded filepaths in there - C:\Users\Dicky\Dropbox\Repositories\Chase\Assets\Wwise\Deployment\Components\AkInitializer.cs:181. Naturally that file path doesn't exist on my phone. I would have thought Wwise and Unity would be using relative paths.

If anyone has any idea what I'm doing wrong please let me know.

Thanks

Dicky

Dicky M. (250 ポイント) General Discussion

回答 2

0 支持
Hi I worked it out. Although in Unity I had specified where the soundbanks were through Edit>Wwise Settings> SoundBank Path, I found that the scripts were still expecting it them to live in Audio/GeneratedSoundBanks/. Once I had changed my soundbanks to live there instead, the build started working.
Dicky M. (250 ポイント)
0 支持
you can check whether the basepath for Initialization on android is same to the soundbanks path.

soundbanks path:

   Edit > Project Settings > Wwise Editor > Asset Management > SoundBanks Path

 

Initialization basepath:

   Edit > Project Settings > Wwise Initialization > Comon User Settings > Base Path

   (which is save to Android.asset in your unity project)
taolu x. (140 ポイント)
...