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[UE4.20] Packaged build has no sound; Can't find file for package /Script/AkAudio requested by async loading code

+1 投票

Howdy all,

I've been having some trouble making builds with the Wwise integration in Unreal. The projects build with no errors or warnings, but upon launching the game there's no sound! Searching through the logs from the packaged game shows some of the lines below. This was in the basic First Person blueprints example, and while this particular attempt was with Wwise 2017.2.7, I previously tried with Wwise 2018.1 and had the exact same problem. My example only has one sound and one event to play it, but the errors will list every event Unreal knows about from your project.

 

[2018.09.25-05.52.08:977][  0]LogStreaming: Error: Couldn't find file for package /Script/AkAudio requested by async loading code. NameToLoad: /Script/AkAudio
[2018.09.25-05.52.08:977][  0]LogStreaming: Error: Found 1 dependent packages...
[2018.09.25-05.52.08:977][  0]LogStreaming: Error:   /Game/FirstPersonBP/Maps/FirstPersonExampleMap
[2018.09.25-05.52.08:986][  0]LogStreaming: Error: ****DumpDependencies [Dependencies]:
[2018.09.25-05.52.08:986][  0]LogStreaming: Error:     Export 1 /Game/FirstPersonBP/Audio/Main_Soundbank.Main_Soundbank
[2018.09.25-05.52.08:986][  0]LogStreaming: Error:     Linker is ../../../Wwise_Test/Content/FirstPersonBP/Audio/Main_Soundbank.uasset
[2018.09.25-05.52.08:986][  0]LogStreaming: Error:         Dep S_BEFORE_C Import     1   /Script/AkAudio.AkAudioBank
[2018.09.25-05.52.08:986][  0]LogStreaming: Error:         Dep S_BEFORE_C Import     0   /Script/AkAudio.Default__AkAudioBank
[2018.09.25-05.52.08:986][  0]LogStreaming: Error: Missing Dependency, request for /Script/AkAudio.AkAudioBank but it hasn't been created yet.
[2018.09.25-05.52.08:986][  0]LogStreaming: Error: Could not find class AkAudioBank to create Main_Soundbank
[2018.09.25-05.52.08:988][  0]LogStreaming: Error: ****DumpDependencies [Dependencies]:
[2018.09.25-05.52.08:988][  0]LogStreaming: Error:     Export 1 /Game/FirstPersonBP/Audio/Play_Sound.Play_Sound
[2018.09.25-05.52.08:988][  0]LogStreaming: Error:     Linker is ../../../Wwise_Test/Content/FirstPersonBP/Audio/Play_Sound.uasset
[2018.09.25-05.52.08:988][  0]LogStreaming: Error:         Dep C_BEFORE_S Import     0   /Game/FirstPersonBP/Audio/Main_Soundbank.Main_Soundbank
[2018.09.25-05.52.08:988][  0]LogStreaming: Error:         Dep S_BEFORE_C Import     2   /Script/AkAudio.AkAudioEvent
[2018.09.25-05.52.08:988][  0]LogStreaming: Error:         Dep S_BEFORE_C Import     1   /Script/AkAudio.Default__AkAudioEvent
[2018.09.25-05.52.08:988][  0]LogStreaming: Error: Missing Dependency, request for /Script/AkAudio.AkAudioEvent but it hasn't been created yet.
[2018.09.25-05.52.08:988][  0]LogStreaming: Error: Could not find class AkAudioEvent to create Play_Sound
[2018.09.25-05.52.08:990][  0]LogStreaming: Error: ****DumpDependencies [Dependencies]:
[2018.09.25-05.52.08:990][  0]LogStreaming: Error:     Export 4 /Game/FirstPersonBP/Blueprints/FirstPersonCharacter.FirstPersonCharacter_C:Shoot_GEN_VARIABLE
[2018.09.25-05.52.08:990][  0]LogStreaming: Error:     Linker is ../../../Wwise_Test/Content/FirstPersonBP/Blueprints/FirstPersonCharacter.uasset
[2018.09.25-05.52.08:990][  0]LogStreaming: Error:         Dep S_BEFORE_S Export     1    /Game/FirstPersonBP/Blueprints/FirstPersonCharacter.FirstPersonCharacter_C     (class BlueprintGeneratedClass)
[2018.09.25-05.52.08:990][  0]LogStreaming: Error:         Dep S_BEFORE_C Import    13   /Script/AkAudio.AkComponent
[2018.09.25-05.52.08:990][  0]LogStreaming: Error:         Dep S_BEFORE_C Import     1   /Script/AkAudio.Default__AkComponent
[2018.09.25-05.52.08:990][  0]LogStreaming: Error:         Dep C_BEFORE_C Export     1    /Game/FirstPersonBP/Blueprints/FirstPersonCharacter.FirstPersonCharacter_C     (class BlueprintGeneratedClass)
[2018.09.25-05.52.08:990][  0]LogStreaming: Error: Missing Dependency, request for /Script/AkAudio.AkComponent but it hasn't been created yet.
[2018.09.25-05.52.08:990][  0]LogStreaming: Error: Could not find class AkComponent to create Shoot_GEN_VARIABLE
[2018.09.25-05.52.09:009][  0]LogStreaming: Error: ****DumpDependencies [Dependencies]:
[2018.09.25-05.52.09:009][  0]LogStreaming: Error:     Export 3 /Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel.FirstPersonCharacter_C_1.Shoot
[2018.09.25-05.52.09:009][  0]LogStreaming: Error:     Linker is ../../../Wwise_Test/Content/FirstPersonBP/Maps/FirstPersonExampleMap.umap
[2018.09.25-05.52.09:009][  0]LogStreaming: Error:         Dep C_BEFORE_S Export    13    /Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel.FirstPersonCharacter_C_1.CollisionCylinder     (class CapsuleComponent)
[2018.09.25-05.52.09:009][  0]LogStreaming: Error:         Dep C_BEFORE_S Import     4   /Game/FirstPersonBP/Blueprints/FirstPersonCharacter.FirstPersonCharacter_C
[2018.09.25-05.52.09:010][  0]LogStreaming: Error:         Dep S_BEFORE_C Import    16   /Script/AkAudio.AkComponent
[2018.09.25-05.52.09:010][  0]LogStreaming: Error:         Dep S_BEFORE_C Import     0   /Game/FirstPersonBP/Blueprints/FirstPersonCharacter.FirstPersonCharacter_C:Shoot_GEN_VARIABLE
[2018.09.25-05.52.09:010][  0]LogStreaming: Error:         Dep C_BEFORE_C Export    20    /Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap:PersistentLevel.FirstPersonCharacter_C_1     (class FirstPersonCharacter_C)
[2018.09.25-05.52.09:010][  0]LogStreaming: Error: Missing Dependency, request for /Script/AkAudio.AkComponent but it hasn't been created yet.
[2018.09.25-05.52.09:010][  0]LogStreaming: Error: Could not find class AkComponent to create Shoot

 

This has happened with every project I've attempted to build, and I'm not sure what to do about it. If I can't get a solution soon I'll have to default to blueprints audio. Any ideas on what I can do or what the source of the problem is?

最新提问 9月 25, 2018 分类:General Discussion | 用户: Logan H. (150 分)

3 个回答

0 投票
We got the same issue with my team and it's driving us crazy. Found anything yet ?
最新回答 10月 23, 2018 用户: Alexandre S. (550 分)
Nothing, unfortunately. We gave up on it and moved to using FMOD Studio instead, but it's a lot more barebones. I'm really going to miss everything Wwise does so easily.
Ok I got it working, see my answer for details.
+1 投票
Hi, is your project C++ or Blueprint only ? There is a limitation in Unreal Engine 4 that prevents rebuilding an Unreal plug-in from a Content-only (Blueprint) project (see https://www.audiokinetic.com/library/edge/?source=UE4&id=using__initialsetup.html). To convert your project from blueprint only to C++, simply navigate to File > New C++ Class > World Settings and choose "Create Class". Visual Studio will open, you just need to close it and then you are good to go.
最新回答 10月 24, 2018 用户: Fabien B. (Audiokinetic) (12,860 分)
Indeed, we're using Blueprint only. I'm going to try your fix and get back to you when it's done.

Thanks for your help =)

Edit: that helped a lot but raised another issue that I could fix too. See my answer for details.
+3 投票
 
已采纳

Ok so I got it working. Here were the steps to achieve it.

1. My project was blueprint only, which is apparently causes an issue. As suggested by Fabien, "To convert your project from blueprint only to C++, simply navigate to File > New C++ Class > World Settings and choose "Create Class". Visual Studio will open, you just need to close it and then you are good to go." However, this didn't conclude correctly and I had to rebuild UE4 from source, by opening the newly created solution (PROJECT_NAME.sln file at the root of your project) in Visual Studio.

2. This raised another issue of " Unable to expand variable in '$(DXSDK_DIR)\Lib\x64' " when trying to build the project. I found help on the UE4 Answer Hub here which makes you replace a line in the Wwise plugin source code. This made me follow a third step that I honestly think wasn't necessary to solve the issue, so you might want to jump to step 4.

3. I installed the Wwise plugin as an engine plugin following this tutorial, following only step 1 since somehow steps 2 and 3 could not be completed on my end (folders not existing, plugin not appearing in UE4 editor, things like that).

4. Open file AkAudio.Build.cs found in PROJECT_NAME/plugins/Wwise/source/AkAudio, go to line 250 or so and replace : 

PublicLibraryPaths.Add("$(DXSDK_DIR)" + Path.DirectorySeparatorChar + "Lib" + Path.DirectorySeparatorChar + LibFolder);

with:

string DXSDK_DIR = Path.GetFullPath(Path.Combine(EngineDirectory, "Source/ThirdParty/Windows/DirectX"));

PublicLibraryPaths.Add(DXSDK_DIR + Path.DirectorySeparatorChar + "Lib" + Path.DirectorySeparatorChar + LibFolder);

If you followed step 3 you might want to do the same change in the AkAudio.Build.cs found in your Unreal installation directory under UnrealEngine/UE_4.20/Engine/Plugins/Wwise/Source/AkAudio. All credit go to the community of the UE4 Answer Hub as linked in step 2. 

5. Rebuild your project (and optionally Unreal Engine too) and it should open normally, at least it did for me. Packaging the game now doesn't generate the error anymore and the bank is loaded correctly with my sounds playing.

Thanks to Fabien and the UE4 community I can now package my game and still use Wwise in my project =) I hope this helped you too. This seems to be only a recent issue with UE 4.20 so it might not be relevant in the next versions of UE4 and / or the Wwise plugin.

Have fun !

最新回答 10月 25, 2018 用户: Alexandre S. (550 分)
采纳于 10月 25, 2018 用户:Logan H.
Amazing! Thank you so much, this question was kind of a Hail Mary so I wasn't expecting any answers at all. I don't think I'll be able to convince my team to re-integrate Wwise after already switching to FMOD, but this will fix future issues.
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