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Audiokinetic의 커뮤니티 Q&A는 사용자가 Wwise와 Strata 커뮤니티 내에서 서로 질문과 답변을 하는 포럼입니다. Audiokinetic의 기술 지원팀에게 문의하고 싶으신 경우 지원 티켓 페이지를 사용해주세요.

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This also happens with Unreal 4.27 and the 2022 beta releases of Wwise. I just can't get this to work. I create a new Unreal project and then create a new Wwise integration inside of Wwise launcher. I then add my sound into Wwise and add it to a new event, then create a new bank and add the event to the newly created bank. I generate the banks, create a new bank inside of UE and name it the same way I named it inside of Wwise. I then generate the sound data for everything, set the bank for the sound event, and create a new blueprint. I drag out a new node called "post event node" from the "event begin play" node, choose the right event to play, for the actor I choose "self". I also attach a Ak component to this event. I compile and save. I drag and drop the event into the level, but get no sound. I can easily preview the sound inside of the content browser and get sound then, but no in-game sound no matter what. I've literally tried everything and I'm at a complete loss. Please help.

Edit: additionally, there's no attenuation sphere in any of the sounds dropped on the level. Whether it's a bare Wwise event or the blueprint with an Ak component, there's no attenuation sphere. Just a little addition, if that helps at all.
General Discussion filvox (100 포인트) 로 부터
Not sure if this helps but I used event-based packaging (2021.1.10.7883) which worked great to avoid all the manual sound bank creation steps. One thing that took me a while to figure out: You have to enable Auto Post to start sound (e.g. Ambient Sound) on begin play.
Did you find a solution??

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