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0 votes
I am learning WWise, and on my system I have a UAD Apollo interface on a Mac Studio.  I have all system audio routed through a pair of virtual channels for separate audio control.  This is done in Audio/MIDI setup by using the 'configure speakers' option for the interface and choosing the virtual channels rather than the main outputs (this works flawlessly for all other system sounds so far).  When I run WWise, this all works fine (sounds auditioned play as expected), but when I run the Cube game, it is silent, even though there are no errors in WWise (even the metering works).  The only way I can get it to work is to re-route my system audio back to the main monitor outputs directly, which is not ideal. When I do that, the game audio plays as expected.  What am I missing?
in General Discussion by Chris N. (100 points)
Hi.  Did you ever get this corrected / working?  Having a similar issue with Using Wwise and Unity with an Apollo interface.  Thanks.
I'm facing the exact same issue here. It seems to me that Wwise doesn't let me select a specific output the way a DAW would. Did you manage to find a solution?
Looking for an answer for this as well. I use a multichannel interface for the output to my speakers, sound works perfectly in wwise (so long as I have the output config set to 2.0 speaker panning), but after generating the soundbank (with no errors and everything looking good and working correctly in profiler), when I launch cube, the sounds only works if my computer is set to output through its built in speakers. If my computers audio output is set to my interface, I get the sound of picking up gems, but no interactive music. Tried a few different configurations of the soundbank (including all music events vs just the music/music event, adding a set state to the music event to ensure the gamplay starts with player health = Alive, etc) but I cant find a solution. Is there a way to specify the useable outputs in the soundbank being sent to cube?
I finished the 201 course fine on my computer speakers, but this is really bugging me.
Appreciate any help!

1 Answer

0 votes
This works for me, (Mac mini 2018, mac OS Monterey, UAD Apollo interface) if you go to your sound system preferences of your mac OS before the Cube game is running and in the output tab where you can select a device for output: switch from your sound card to the built in speakers of your mac. Then run Cube and go back to the sound system preferences and switch between built in speakers to your sound card (in my case the Apollo) then the audio runs from my sound card's virtual channel running the Cube game.
by Maarten D. (140 points)
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