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+2 投票
So I am having a problem where the sound in the game I'm doing audio for won't play, or is extremely delayed. This only happens the first match I play. When I go back to the "lobby" - screen and play another match, everything works. While profiling in Wwise I have found that the "Command Queue Used" is extremely low on the second/third match etc (around 0.2% or something), but on the first match it starts on 0% and only increases all the time until it reaches 100%, then suddenly starts at 50% afterwards. The funny part is that this only happens in a build, and not in the Unity editor. On Audiokinetics webpage I have seen that I can try to "make sure the audio processing thread (named AK::EventMgrThread , but whose priority is set via AkPlatformInitSettings::threadLEngine) has a high enough CPU priority to process." The question is, how do I do this? And does anyone have an idea why this might be happening? Has anyone experienced this before?
分类:General Discussion | 用户: Alexander O. (120 分)

2 个回答

+1 投票
Hello,
I'm experciencing exactly the same thing and yet I didn't found an answer to this question. It's like Wwise deadlocked itself and only let sound pass in build when it has no other choice (ie when command queue is full)...
Currently looking for a solution. Let me know if you get one.
用户: Nicolas K. (240 分)
+1 投票
Any update on this topic ?
用户: Nicolas K. (240 分)
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