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+1 支持
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.
閉鎖(理由): After a few installs without creating a temporary copy of my project it seemed to work
Blake J. (880 ポイント) General Discussion
Blake J. 閉鎖
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!
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