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Generate doesn't works

+1 vote
Hi everyone,

   I'm working on the lesson 2 of Wwise 101 and, at the end of the lesson, I don't manage to have sounds in Cube. And yet I followed exactly each step of the lesson. I don't find the reason because, in the first lesson, the fire gun sound works well when I generate the soundbank and play it in Cube. I have tried to have sounds with the lesson 3, in the case I made a mistake in the lesson 2 but I've the same problem : no one sound!

Have you an idea of this problem ?

Thank's!
asked Apr 6, 2017 in General Discussion by JEROME C. (130 points)

2 Answers

0 votes
There is any number of things that could be wrong here. Could you give a little more info? Your title says Generate doesn't work. What do you mean by this? It doesn't start? The option is greyed out? It generates but there is an error? It generates successfully but you don't hear anything in game? Please give more details, and then we can help you pinpoint the issue.
answered Apr 6, 2017 by Beatrix Moersch (3,280 points)
Thank's for your help!
    The soundbank generates succesfully. I have exactly the same message than in the lesson :
"Generating soundbanks-Completed"
In the Log windows :
"Trial mode : Soundbanks contain 11 meida item out of 2...
1 message, 0 warnings, 0 errors, 0 fatal error"
   But I have no sound. And in the Cube folder, the soundbank folder is empty.
   I don't have this problem when I generate the Shotgun sound in the first lesson : the soundbank folder isn't empty.
Ok, so your best next step would be to connect the Wwise profiler to the game. When the game is running, use the "Remote..." button to connect to your game (it should show up as local) and then take a look in the game object profiler (F6). On the left hand side you should see event calls coming through into Wwise. If there is a problem with your soundbank loading, Wwise (and Unity's console) will show an error "event not found". On that note, have you confirmed that you are loading all necessary soundbanks in Unity? You might also want to double check that your event names match the Unity code calls exactly.
Thank you for your help. I'managed to have all the sounds in Cube ! There is one step left that doesn't work : the music. In the first lesson of the 201 course, I've made exactly that is said. The sounds play perfectly in Cube, but not the music. In my soundbank folder, I have a music file, so I have no idea where is the problem. I have tried to generate the soundbank of the lesson 2 (I know the integration is perfect), but it doesn't work either. Have you an idea ? In the lesson, I read that the music begins when we open the first door, but...we only walk through corridors and don't open physically doors, isn't it ?
Sorry for my bad english...
I presume that you have an event in your Events tab which triggers the music? Are you certain this works within Wwise? If so, you need to check if the trigger is being called from the game. The Wwise profiler can once again show you this - if the game sends a trigger to initiate the music event, you will see that event call appear in the Wwise Game Object Profiler. If there is no event call, the music will not work, and it could be related to where the physical trigger exists in the Cube game in Unity. If the music event is being called via a Wwise component in Unity (as opposed to in code), you could try tracking it down and changing it's trigger to "On Start". Having done this, loading the game would trigger the music (if everything is setup correctly with your soundbanks and in Wwise). A last note - having a "Music" soundbank doesn't do you much good on its own - you have to make absolutely certain (via the Soundbank Layout - F7) that your music event exists within that soundbank, and that the soundbank is selected, when you generate.
Thanks again. When I select the event Music in the Event Viewer window, and play it, it works well. So, I presume that the event works within Wwise ? The name is exactly the same as the event. In the capture log window, when I play the event music, I have all the notifications. (As I work with the lesson 2 of Wwise, I don't work with Unity). Finally, in the capture log windows, I have a lot of notifications, but not music event. I confirm that the music event exist in my soundbanks I've generated (when I select the music soundbank, the event music is in the Hierarchy Inclusion, like events in other soundbanks). My question may be stupid, but do you know if we can open doors in Cube ? Because, following the tutorial, the music begins to play when we open doors, but I don't see doors (only corridors).
It sounds like your problem is indeed that you can't seem to find the triggers in the Cube game. I'm afraid I can't answer your question about the doors, as I've never done the Cube tutorial. If you can find the Wwise component in Unity meant to trigger the music (search for t:akambient or t:akgameobj in the Unity Hierarchy window to find any and all Wwise emitters in the game). If you can find the one calling the music event, you will be able to see what triggers it, or change it to trigger on start.
0 votes

I faced the same issue, and later realized that it was because I deleted the folder "Windows" under C:\Program Files (x86)\Audiokinetic\Wwise 2022.1.3.8179\Cube\cube\soundbanks.

Delete only the contents inside the Windows folder, and ensure the folder C:\Program Files (x86)\Audiokinetic\Wwise 2022.1.3.8179\Cube\cube\soundbanks\Windows remains.

Doing this helped me fix the missing ice gem blast sound when I generated a new soundbank in Lesson 1.

answered Apr 9, 2023 by Wendy P. (280 points)
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