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. If you would like to get an answer from Audiokinetic's Technical support team, make sure you use the Support Tickets page.

[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)
...