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.)

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+2 votes
When you have UE4 open try to recompile your C++ source, the WWise plugin will act up and will be unloaded somehow.  This causes a crash when I try to open any other map during that same editor session . After restarting the editor it will show a pop up message saying:

"Plugin Wwise failed to load because module 'AudiokineticTools' could not be loaded. There may be an operating system error or the module may not be properly set up"

Only way to fix is to recompile your source without hot reloading which you do by compiling while the editor is not open. Is there a permanent solution to this issue?
in General Discussion by Dominic M. (120 points)
This is happening to me too (4.21.2). Have also been trying to install Wwise as an Unreal Engine plugin, but that also doesn't work (won't compile as soon as I include the AKSoundEngine header - there is at least one other ignored question here about it). Basically finding WWise for Unreal C++ useless. Did you ever figure anything out? Thanks.

1 Answer

0 votes
Note: Unreal "Project" plugins 100% break hot reloading since around 4.15 (more or less - I lost the source confirming this). The only solution is to use Engine plugins. WWise's website only provides steps to build Wwise into an Unreal source engine build.

To build Wwise for a precompiled engine installed from the Epic Launcher, you must follow these steps:

Reference: http://kantandev.com/articles/ue4-plugins
Reference: RunUAT.bat BuildPlugin -plugin=[path/to/pluginname.uplugin] -package=[path/to/output/directory]

1) Integrate it into an empty project using WWise Launcher
2) Fix #include "Paths.h" to #include "Misc/Paths.h" in AkJsonFactory.cpp (otherwise it won't compile)
3) Build an Engine plugin using the above blog command line
4) Add any required folders (e.g. Include, Mac, and x64_vc150) to the engine plugin as indicated here https://www.audiokinetic.com/library/edge/?source=UE4&id=installation.html
by Kyle W. (290 points)
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