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>

빠르고 정확한 답변을 얻으려면 질문을 올릴 때 다음 팁을 참고하세요.

  • 구체적인 내용을 적어주세요: 무엇을 하려는지, 혹은 어떤 특정 문제에 부딪혔는지 설명하세요.
  • 핵심 정보를 포함하세요: Wwise와 게임 엔진 버전, 운영체제 등 관련 정보를 함께 제공하세요.
  • 시도한 방법들을 알려주세요: 문제 해결을 위해 이미 어떤 단계를 시도해봤는지 설명해주세요.
  • 객관적인 사실에 초점을 맞추세요: 문제의 기술적 사실을 중심으로 설명하세요. 문제에 집중할수록 다른 사람들이 더 빠르게 해결책을 찾을 수 있습니다.

+1 투표
Hi,

I'm working in Unity 2017.1.1f and just upgraded my project to the most recent Wwise-Unity integration. Without changing anything in my project, I now cannot post any events or load any soundbanks in my project for that matter. I just get tons of errors "Could not post event ID ..." and "WwiseUnity : Bank <bankname> failed to load (AK_FileNotFound)"

I've also noticed something odd which is that now in the debug logs, it seems like Unity is looking for my soundbanks in the WwiseIntegrationTemp folder, which I assume is the auto-generated copy of my project when I'm updating the integration. However, that file doesn't exist.

Here's an example of that happening as it looks for a plugin:

Wwise: Plug-in not registered: 32837795
UnityEngine.Debug:LogError(Object)
AkCallbackManager:PostCallbacks() (at C:/Users/<path-to-project>/<project>_WwiseIntegrationTemp/Assets/Wwise/Deployment/API/Handwritten/AkCallbackManager.cs:309)
AkSoundEngineController:LateUpdate() (at C:/Users/<path-to-project>/<project>_WwiseIntegrationTemp/Assets/Wwise/Deployment/Components/AkSoundEngineController.cs:78)
AkInitializer:LateUpdate() (at C:/Users/<path-to-project>/<project>_WwiseIntegrationTemp/Assets/Wwise/Deployment/Components/AkInitializer.cs:113)

I've tried re-installing the integration, deleting the Assets/Wwise folder and installing it again, restarting, resetting...

This is a huge blocker as it means I am no longer able to work on this project, and my team is getting flooded with errors. And for some reason there's no way to revert Wwise-Unity integration...

If anyone's run into this I'd love to hear your solution.
폐쇄 기록: After a few installs without creating a temporary copy of my project it seemed to work
General Discussion Blake J. (880 포인트) 로 부터
완료 Blake J. 로 부터
Hi!

Could you go into a little bit more detail on how you fixed this?

Are you saying you just went back to BEFORE the Unity Integration upgrade and installed without copying the project? (the default recommended setting?)

Currently getting failed Unity builds as well do due the 'Could not post even ID' issue. Can't even backtrace that event, doesnt seem to be in the project OR wwise ><

Let me know! This has been crazy frustrating :(

-craigz
Hi there craigz,

I'm afraid I'm not sure why it was fixed, but I can tell you that I did not revert changes to previous versions but just deleted the Assets/Wwise folder and re-integrated Wwise but did not make a copy of the project this time.

I don't know if this had anything to do with this issue, but also be sure to check if you have multiple WwiseGlobal objects in your scene, or if you're additively loading scenes in Unity make sure only one of those contains a WwiseGlobal object. That's been an issue for us lately since those (annoyingly) do not check to see if the sound engine has already initialized. Not sure if any of this helps but fingers crossed you've solved it already!
Sorry for late follow up - I ended up having to do the same exact thing you did! xD and most of my Wwise ak event components were erroring out - so basically ended up doing quite a bit of the itegration all over again.

Thanks again for letting me know and for the tip abou the Wwise Globals xD
Well. I am having the same problem. One difference is that I don't get any errors. Everything looks fine. But somehow my unity just doesn't get any update from wwise. I muted all the sound in Wwise then generate the soundbank, went back to unity, and I can still hear sound.
Same issue here people... i’m getting really frustrated. Re-integrated probably 15 times with both copy and non-copy procedures, tried any possible way. i have no clue. Soundbanks don’t get seen from unity, nonerrors during generation, files existing in Wwise>GeneratedSoundbanks but not in Unity’s StreamingAssets, but this shouldn’t be an issue right? .Unity 2018.1.0 / Wwise 2018.1.11.lastversion (compatibility granted) /running on OS X El Capitan. Please can anybody provide any idea? I am trying to start studying Wwise and this is really making me lose too much time. Tried on other projects as well, same results.
Good news! Problem solved! I think you just need to save your wwise project after you make any changes to it, then generate soundbank will update your change in unity.
Hey Lorne.. I actually found out that reeboting the machine it update the wwise picker library in unity, but this has to be done every time i want a new generated object to be shown in unity. It won’t refresh automatically at all otherwise... at the same time, real-time mix changes do work... so weird.. at the moment i’m doing this for learning purposes but i’m assuming i would need a new machine for professional use. Really appreciate Your response though. Thanks a lot for the quick response! Be safe!
Immediate update: It actually work the way you’re telling me. I got tricked by the fact that in Wwise for Mac you save with Ctrl+S instead of Cmd+S like any other software. But it works. Be good point. Thanks buddy!
...