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+3 votes
Hello,

We are using Unity plus Wwise integration, and we have an MP4 cinematic that opens the game. However, the audio track in the MP4 cannot be heard. The audio engine is initialized by this point, we know this because the game music is playing.

My guess is that the video is not being routed through Wwise's system, but no one is sure how to make that happen. Is there a solution?
in General Discussion by Charles D. (180 points)
I was wondering if anybody has a solution to this? We are trying to play a splash screen mp4 video and we cannot hear any sound. I suspect it is also not being routed through WWise.
I also want to know a solution for this.
We are generating Text-To-Speech audio, and now I'm wondering how I can play that using Wwise. Just looking at the API, I didn't find a way to do this. I don't want to use two Audio Engines and then not be able to use any of the effects and benefits of Wwise for parts of my audio. Anyone got an idea for how this is best done?

1 Answer

0 votes

I'm also having this issue, I want to know if there's a solution using only the Wwise audio engine, without having to enable Unity's default audio backend.

One workaround is to simply enable both Wwise/Unity audio backends, so the .mp4 cinematic's audio is routed through Unity's VideoPlayer component.
And then use Wwise for everything else in the game.

But I also want to avoid the issue mentioned by Mathieu J. (Audiokinetic), on this other question: (in case I ever port my game to Xbox One; other consoles may have similar issues?)
https://www.audiokinetic.com/qa/733/how-to-play-video-in-unity-movietexture-with-audio

The issue is the XMA hardware, which can only be used by one of the tools.
If Unity's audio toolset is enabled, it uses the XMA hardware and Wwise can't initialize.

by Andrei M. (740 points)
edited by Andrei M.
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