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Unreal-Wwise ASIO-Plugin not seeing correct Audio Device

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UE - 4.20.3

Wwise - 2018.1.4.6807 (unlicensed)

Dante Virtual Soundcard -

Dante Controller -



We recently set up a Wwise game-integration (as opposed to engine-integration) with UE4 with the intention of proving we could use Dante Virtual Soundcard to have discrete routing to multiple speaker channels via the ASIO plugin in Wwise.  We used the setup instructions at:



We created a ShareSet for the Wwise Channel Router as shown:




And then set up busses with the Mixer Plug-in as shown here (only 3 discrete channels, to test the output):




Next, we confirmed that the Audio Device was set appropriately in Audio Preferences:




We also added inclusions for the plugins in the project code to fix some other errors that immediately showed up:

in file: AkAudioDevice.cpp at lines 114/115

#include <AK/Plugin/ASIOSourceSinkFactory.h>

#include <AK/Plugin/AkRouterMixerFXFactory.h>


in file: AkAudio.Build.cs at lines 416/417

AddWwiseLib(Target, "ASIOSourceSink");

AddWwiseLib(Target, "AkRouterMixerFX");



And lastly, we set the WWISEASIODRV Environment Variable to each of the following permutations, with system restarts in between each adjustment:

Dante Virtual Soundcard (x64)

Dante Virtual Soundcard

"Dante Virtual Soundcard (x64)"

"Dante Virtual Soundcard"

ASIO - Dante Virtual Soundcard (x64)


following these instructions:


(text copied below)

Selecting an ASIO driver outside of Wwise authoring

To select an ASIO hardware device outside of the Wwise authoring tool, it is necessary to create a "WWISEASIODRV" environment variable with a value set to match the ASIO driver name specified for a master bus in the Hardware Devices group box of the Audio Preferences.

For example, with an ASIO Output Audio Device ShareSet named "ASIO_Output", if "ASIO_Output - Name of an ASIO Driver" is shown in the Hardware Device column, WWISEASIODRV must be set to a value of "Name of an ASIO Driver".



After generating soundbanks for Windows-platform in Wwise (redundant safety), then opening the Unreal Editor and also generating soundbanks, we get this error (three times):


(text copied below) 

LogAkAudio: Error: ASIO Output: Could not find driver with id = -1504029912: 0

LogAkAudio: Error: The Output Device specified by AddOutput() or Init() could not be initialized.

LogAkAudio: Reverting to Dummy Audio Device (no output).


The result is: The audio monitors correctly when played through Wwise alone (i.e. the channel 3 event meters on the expected channels), but it does not seem to function at all in Unreal.


NOTE: Regardless of what I set the value of the WWISEASIODRV Environmental Variable as, that driver ID number remains the same.


Any thoughts on what I may be missing or doing incorrectly?



asked Jan 4, 2019 in General Discussion by Joseph C. (100 points)
Turns out, having an Oculus plugged in can cause this.  Beyond that, opening Unreal AFTER opening the Wwise project will spam an error related to SoundFrame.  Opening Unreal and then the Wwise project will prevent this error.  More info as I come across it.
Follow up:  It's important to note that for the Channel Router plugin to work, it needs to be set to Anonymous (I think 24 or 31 is fine, but have only tested 24).  Additionally, if UE4 is open, builds will not work.  It seems like the ASIO is kind of a "first come, first serve" situation.  But, in isolation (i.e. Just Wwise, just UE4, just the Build, or UE4 and THEN Wwise), everything works great!
Hi Joseph C! I try to use AsioOutput with dante too but totally misunderstand the way. There were png pictures enclosed to your topic question, they are not shown now. Could you describe the method more practically, step by step?

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