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AK_Fail on loading soundbank

0 votes
Is there any way to get the runtime to give me more information about what the problem is ? I'm just getting an AK_Fail error everytime I try to load a soundbank and there's no indication as to what the problem might be.

I'm using version 4856 of the authoring tool on Mac and using the unity 4 integration. I'm running the game with iOS as the platform in unity.

Thanks.
asked Dec 10, 2014 in General Discussion by Mark F. (150 points)
I have the same problem as you, but I don't know how mac can drag the Wwise audio bus folder to the audio library, can you explain it in detail or take a screenshot?

1 Answer

0 votes
Have the SoundBanks been copied in the StreamingAssets folder? They don't need to be there for the Editor workflow to work, but when you deploy to a device, you need to make sure your SoundBanks are located in PROJECT_ROOT/Assets/StreamingAssets/Audio/GeneratedSoundBanks. For more details on this, please read the help file provided with the Wwise/Unity integration, in the section "Build for target plaform".
answered Dec 10, 2014 by Benoit S. (Audiokinetic) (16,020 points)
Thanks for the response.

Yes, the soundbanks are definately in the correct folder. One thing I just discovered is that if I have the authoring tool remotely connected to the game just before the soundbanks are loaded, then everything works fine ! If I don't have to editor connected, then the soundbank fails to load with AK_Fail. This is true on Mac as well as on device on iOS.

This suggests some kind of data is being sent from the editor to the game which 'allows' the soundbank to load !

I've done a project integrity check and there are no warnings or errors.

Is there any way for Wise to tell me what the error is. AK_Fail is a generic error message and doesn't give any information about what the problem could be.

Very confused :). Please help. Thanks.
Ok I finally solved this. Turns out I needed to drag the master audio bus folder into the soundbank before I built it. I don't remember seeing anywhere in the docs that I needed to do this. Maybe this should be caught by the project integrity checker ?
I have the same problem as you, but I don't know how mac can drag the Wwise audio bus folder to the audio library, can you explain it in detail or take a screenshot?
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