I solved the problem, this error seems to occur when there is no audio input callbacks registered. But even when you call SetAudioInputCallbacks inside your gameplay code the same error occur...
To fix this you have to make a small hack in the wwise plugin source code.
AkAudioDevice.h
class AKAUDIO_API FAkAudioDevice
#ifdef AK_SOUNDFRAME
: public AK::SoundFrame::IClient
#endif
{
...
...
public:
void SetAudioInputCallbacksPlugin(AkAudioInputPluginExecuteCallbackFunc ExecuteAudioWwiseCallback, AkAudioInputPluginGetFormatCallbackFunc GetFormatWwiseCallback);
...
...
}
AkAudioDevice.cpp
void FAkAudioDevice::SetAudioInputCallbacksPlugin(AkAudioInputPluginExecuteCallbackFunc ExecuteAudioWwiseCallback, AkAudioInputPluginGetFormatCallbackFunc GetFormatWwiseCallback)
{
SetAudioInputCallbacks(ExecuteAudioWwiseCallback, GetFormatWwiseCallback);
}
TestActor.cpp
FAkAudioDevice* AudioDevice = FAkAudioDevice::Get();
AudioDevice->SetAudioInputCallbacksPlugin(ATestActor::ExecuteAudioWwiseCallback, ATestActor::GetFormatWwiseCallback);
I assume it's because you have to be inside the wwise plugin .dll memory space when you call "SetAudioInputCallbacks".