Community Q&A

Welcome to Audiokinetic’s community-driven Q&A forum. This is the place where Wwise and Strata users help each other out. For direct help from our team, please use the Support Tickets page. To report a bug, use the Bug Report option in the Audiokinetic Launcher. (Note that Bug Reports submitted to the Q&A forum will be rejected. Using our dedicated Bug Report system ensures your report is seen by the right people and has the best chance of being fixed.)

To get the best answers quickly, follow these tips when posting a question:

  • Be Specific: What are you trying to achieve, or what specific issue are you running into?
  • Include Key Details: Include details like your Wwise and game engine versions, operating system, etc.
  • Explain What You've Tried: Let others know what troubleshooting steps you've already taken.
  • Focus on the Facts: Describe the technical facts of your issue. Focusing on the problem helps others find a solution quickly.

+2 votes
Quite inexplicably, all sounds in my game (Unreal Engine 4.15) start producing the notification that "Sound could not find a path to an output device, will use virtual voice setting.", and are will not play (or at least, not audibly) if I don't have the Rift headset in use.

When I put it on/take it off, it notifies me of the audio thread being resumed/suspended respectively, and resumes/interrupts the audio accordingly.

Anyway know how to make it behave in such a way that I can audition my game even without the Rift headset on?
in General Discussion by Chris P. (350 points)
edited by Chris P.
Hi there, I was curious if you ever found a solution to this issue? I am having a similar one, but with Unity
'fraid not, Blake!

I'm still wondering if this will ever get an answer, but perhaps by chiming in it's being bumped to the top of the stack and will get another shot at being answered. Cheers!
Hi there Chris,

I figured out the issue for my situation, which was actually not an issue with Wwise at all but with SteamVR trying to reset all my audio devices on my machine when launched. The fix for me was - in Unity - setting my script execution order to make sure AKInitializer.cs came before any SteamVR or OpenVR scripts had a chance to execute. Or, I could make my previously broken builds work by setting my desired output device to be set on launch and on close in the SteamVR app. Hope this helps you out as well!

Please sign-in or register to answer this question.

...