Community Q&A

Where Wwise users help each other out!

Audiokinetic's Community Q&A is the forum where Wwise users ask and answer questions within the Wwise community. Contact Sales if your project requires a support plan.

[Unreal] Wwise Init Fail on XboxOne

0 votes

Hi all,

I'm trying to integrate Wwise in my project. After some troubles I'm almost fine. Everythings seems to work great on PC/Windows and on PS4. When I deploy on XboxOne, there's the point!

Into AkAudioDevice.cpp, in Unreal Integration, there is a function called EnsureInitialized().
This function calls AK::SoundEngine::Init(&initSettings, &platformInitSettings); that returns AK_Fail in my case.

Documentation (comments in code) says that AK_Fail is the return value when the sound engine is already initialized or when the provided settings result in insufficient. But I did not modified anything in Wwise Plugin. Is there some trick or workaround that I am missing?

Thank you.

Best regards.

asked Mar 13 in General Discussion by Andrea R. (220 points)

1 Answer

0 votes
Update: can this be related to this other question? https://www.audiokinetic.com/qa/918/xb1-xdk-compatibility-of-wwise-sdk
answered Mar 14 by Andrea R. (220 points)
...