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Unity iOS build failed to initialize the sound engine. [closed]

0 votes
Hi, guys. I integrated wwise 2019.2.5 with my unity project.

I managed to build iOS and Android pack. Wwise worked normal on Android platform, however it didn't work on iOS platform.

I got an error message like this:
WwiseUnity: Failed to initialize the sound engine. Abort.
AkWwiseInitializationSettings:InitializeSoundEngine()
UnityEngine.GameObject:AddComponent()

I logged the AKRESULT, while it was not an enum, but a strange number, 1799030528.

I can't locate the error. Because I can't see the code in libAkSoundEngine.a  and I don't know why it returns a 1799030528.

could anyone help me, please?
closed with the note: I solved this.  The sdk we use has one c++ function which name is same with one in Wwise. This function is CSharpInit. When Wwise init, it calls our sdk's function and it returns a unknown value.
asked Sep 16, 2020 in General Discussion by zhongbo z. (140 points)
closed Jun 30, 2021 by Mads Maretty S. (Audiokinetic)

1 Answer

0 votes
I solved this.

The sdk we use has one c++ function which name is same with one in Wwise. This function is CSharpInit. When Wwise init, it calls our sdk's function and it returns a unknown value.
answered Sep 28, 2020 by zhongbo z. (140 points)
Hello,  I wonder how do you finally solve this. Did you upgrade wwise or is there anything wrong in IOS AKinitializationsettings to fix?
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