Version

menu_open

Wwise Source and Effect Plug-in Troubleshooting Guide

Problem: At startup, Wwise displays an error message stating that two plug-ins have the same Company ID and Plug-in ID.

  • Each plug-in must have a unique Company ID / Plug-in ID combination. Refer to WwiseObject Elements for details on how to define these IDs.

Problem: My plug-in is not available to the user in Wwise.

My plug-in is not available to the user on Mac but works on PC.

  • Your plug-in needs to be a 32-bit DLL. Wwise authoring only runs in 32 bits on Mac.
  • Your plug-in XML and DLL were not included in the Codeweaver Crossover list. See Installation on Mac OS X for instructions.

Problem: One of the controls in my plug-in's user interface is empty or disabled.

  • Verify that the property name specified in the control's text in the resources (for example Prop=SineFrequency) is the same as the name specified in your plug-in description file (for example Property Name="SineFrequency"). Refer to "Prop" Control Attribute and Properties Element for more information.
  • Verify that the control class (for example Class=SuperRange) is suitable for the property's type. Refer to "Class" Control Attribute and Properties Element for more information.

Problem: One of the Wwise controls in my plug-in's user interface does not appear correctly.

Problem: My plug-in doesn't recognize property changes in the UI.

  • Verify that the AudioEnginePropertyID specified in your plug-in definition file is in the 0-32767 range. Refer to Properties Element for more information about the AudioEnginePropertyID tag.
  • Verify that the AudioEnginePropertyID specified in your plug-in definition file matches the ID you use in your implementation of AK::IAkEffectParam::SetParam(). Refer to Properties Element for more information about the AudioEnginePropertyID tag, and AK::IAkPluginParam::SetParam() for details about implementing AK::IAkEffectParam::SetParam().

Problem: My plug-in works in Wwise but not in my game

There are two possibilities:

  • If your game statically links the effects, make sure you link the plug-in library and include the corresponding factory header file in one of the CPP files.
  • If your game uses dynamic libraries (such as DLL, SO, and PRX), make sure your effect DLL is copied in the same folder as the executable. Or set AkInitSettings::szPluginDLLPath to add a DLL search path, if they are not in the same folder.

Problem: My plug-in doesn't work in Unity

Here are a few points to validate for new plugins in Unity.

  • Plugins loaded by Wwise in Unity must be copied to \Assets\Wwise\Deployment\Plugins\[Platform]\DSP. Usually this is the Release version.
  • There must be a Windows\x86, Windows\x86_64 and a Mac version of the plug-in so the plug-in can work in the Unity Editor.
  • The standard Unity integration will detect the plug-in usage from the PluginInfo.xml that is created when generating the banks. The "DLL" tag in PluginInfo.xml comes directly from the "EngineDllName" tag written in the XML file describing the plug-in in the Wwise authoring folders. Make sure your DLL has the same name.

Refer to Plug-in Static Registration for more details.


Cette page a-t-elle été utile ?

Besoin d'aide ?

Des questions ? Des problèmes ? Besoin de plus d'informations ? Contactez-nous, nous pouvons vous aider !

Visitez notre page d'Aide

Décrivez-nous de votre projet. Nous sommes là pour vous aider.

Enregistrez votre projet et nous vous aiderons à démarrer sans aucune obligation !

Partir du bon pied avec Wwise