社区问答

欢迎来到 Audiokinetic 社区问答论坛。在此,Wwise 和 Strata 用户可互帮互助。如需我们团队直接提供协助,请前往技术支持申请单页面。若要报告问题,请在 Audiokinetic Launcher 中选择“报告错误”选项(注意,问答论坛并不会接收错误报告)。我们内部设有专门的错误报告系统,会有专人查看报告并设法解决问题。

要想尽快得到满意的解答,请在提问时注意以下几点:

  • 描述尽量具体:比如,想达到什么样的目的,或者具体哪里有问题。
  • 包含关键细节:比如,Wwise 和游戏引擎版本以及所用操作系统等等。
  • 阐明所做努力:阐明自己为了排除故障都采取了哪些措施。
  • 聚焦问题本身:聚焦于问题本身的相关技术细节,以便别人可以快速找到解决方案。

+2 投票

In our previous game, we had Wwise installed as a Game plugin. This causes the issue that every time UE hot-reloads any c++ code and you then run the game, it crashes inside the AK code, because game plugins don't play nice with hot reload. We worked around it by having a source-control shelf which quickly disabled audio, and worked a lot with audio off. Not ideal.

In our new game, I've installed Wwise as an Engine plugin. I followed the instructions here: https://www.audiokinetic.com/library/edge/?source=UE4&id=installation.html (under 'Installing the Wwise Unreal Plug-in as an Engine Plug-in'), which almost worked, except that I found I had to first build Wwise as a Game plugin, and then move its entire /Intermediate folder into the Engine plugin.

Now I have a Wwise Engine plugin, and audio works, and has no issue with hot reloading. Great!

Except... I'm not able to make (Windows) packages this way. When I try I get this error:

  1. UATHelper: Packaging (Windows (64-bit)): ERROR: Missing precompiled manifest for 'AkAudio'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in AkAudio.build.cs to override.
  2.  
  3. PackagingResults: Error: Missing precompiled manifest for 'AkAudio'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in AkAudio.build.cs to override.
 
I've edited AkAudio.build.cs, and added:
  1. PrecompileForTargets = PrecompileTargetsType.Any;

inside the AkAudio constructor, but I get the same error.

For now, my workaround is that I manually move the Wwise folder out of the UE4.26/Engine/Plugins folder, and into my game whenever I want to package, and then move it back when I want to do development, which works, but seems a bit broken and fiddly.

Has anyone succeeded in having Wwise as an Engine plugin and be able to build packages?

I'm currently using Wwise 2019.2.9.7459  and UE 4.26.1

thanks,

Ricky

分类:General Discussion | 用户: Ricky H. (120 分)

1个回答

+1 投票
I'm getting the same issue here. Any thoughts?
用户: Angel R. (190 分)
...