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Unity Mac Integration - I/O Error- Too many open fiies

0 votes

Hi you magical people.

We are experiencing issues on Mac with the Wwise Unity Integration after upgrading to 2019.3. See the errors in the screenshot.

- Unity 2019.3.3f1

- Wwise 2019.2.0.7216.1681

- Seperate git repositories for the Unity project and the Wwise project, both running Git LFS.

-macOS Mojave Version 10.14.6

- The project runs without any issues on Windows machines.

- I tested the same setup with a fresh Unity project, and a fresh integration, with 1 sound file. There it runs without any issue.

Any help from the braintrust is appreciated

asked Mar 13 in General Discussion by Olmo R. (100 points)
So creating an empty "Mac" folder as Waldek suggested got rid of some of the errors, so now they look like this:

"WwiseUnity: The platform SoundBank subfolder within the Wwise project could not be found.

We are building both Mac and Windows soundbanks from Wwise, so I don't understand why this is happening...

Any ideas? :)
Your latest set of errors implies that SoundBanks are not linked properly in Unity, hence events IDs are not found.

I'm ignoring the warning "WwiseUnity: The platform SoundBank subfolder within the Wwise project could not be found.", but.. I did attach my SoundBank manually using "AkBank" component to one of my scene's objects. Looks like it works :)

3 Answers

0 votes
Hey Olmo,

* I believe you figured this out already, but here's the answer for anyone else with a similar problem.

I've asked around. If this doesn't happen when in a new project, the problem probably lies with your game project and not the Wwise integration.
I suggest seeking support from Unity, but for anyone else having the same problem, please us know if you find a solution to it.

Best of luck!
answered Mar 16 by Mads Maretty S. (Audiokinetic) (3,500 points)
edited Mar 16 by Mads Maretty S. (Audiokinetic)
0 votes

I have the same problem (the same set of errors) on Unity 2019.3.0f6 and Wwise 2019.2, both on Mojave and Catalina (different machines).

What I can add to this is that my project stopped working after I've tried to reimport all the assets. The very same branch, but without Library/Temp/obj folders already built does not work.
So it looks like it's not a matter of codebase, but rather what's Unity doing while importing/caching assets.
I'm investigating this, because it blocks my project. I've tried deducing what's going on, removing things, but it only started working (i.e. assets import, without "too many open files" crash) when I removed Assets/Wwise.
So I believe it depends on what's inside Wwise project and whether all the assets are already imported.
I'll let you know when I figure out more.
answered Mar 23 by Waldek J. (180 points)
0 votes
I fixed my project by manually creating "Mac" folder in "Assets/StreamingAssets/Audio/GeneratedSoundBanks".
It looks like Wwise has been searching for it and Unity behaved very differently depending on its project's setup - adding Wwsie to an empty project, adding Wwise to the existing project or re-import of assets (e.g. platform switch).
In one case Unity catches an exception and logs it into console, in the other it crashes or hangs, reporting "too many open files", which is probably just an derivate set of bugs to some strange root cause.
answered Mar 23 by Waldek J. (180 points)