コミュニティQ&A

Audiokineticのコミュニティ主導のQ&Aフォーラムへようこそ。ここはWwiseとStrataのユーザのみなさまがお互いに協力し合う場です。弊社チームによる直接のサポートをご希望の場合はサポートチケットページをご利用ください。バグを報告するには、Audiokinetic LauncherのBug Reportオプションをご利用ください。(Q&AフォーラムではBug Reportを受け付けておりませんのでご注意ください。専用のBug Reportシステムをご利用いただくことで、バグの報告が適切な担当部門に届き、修正される可能性が高まります。)

最適な回答を迅速に得られるよう、ご質問を投稿される際は以下のヒントをご参考ください。

  • 具体的に示す:何を達成したいのか、またはどんな問題に直面しているのかを具体的に示してください。
  • 重要な詳細情報を含める:Wwiseとゲームエンジンのバージョンやご利用のOSなど詳細情報を記載してください。
  • 試したことを説明する:すでに試してみたトラブルシューティングの手順を教えてください。
  • 事実に焦点を当てる:問題の技術的な事実を記載してください。問題に焦点を当てることで、ほかのユーザのみなさまが解決策を迅速に見つけやすくなります。

0 支持
Hi,

We're using Unreal 4.7.4 with integration 2014.1.3 (latest) and Authoring build 5219 and are experiencing a strange issue. When connecting Wwise in real time (remote connection) with Unreal everything sounds great. However, when playing the game without using remote connection (e.g. Standalone Game),  changes to bus volume or anything in the master-mixer hierarchy have no effect whatsoever. But changes to events, game syncs, actor-mixer, etc. work just fine.

We have saved the Wwise project, re-generated the SoundBanks within Unreal, etc. Again, event changes and whatnot work just fine- the issue is only with the master-mixer hierarchy.

Any thoughts? Thanks for your help!

 

Best,

Richard
Richard L. (220 ポイント) General Discussion

回答 1

0 支持
You should make sure to reload the SoundBanks once you have regenerated them. In the Content Browser, right click on any UAkAudioBank, and select "Refresh All Banks". This will unload and reload all auto-load SoundBanks, including the init bank.
Benoit S. (Audiokinetic) (16.0k ポイント)
Thanks for your help! Unfortunately that didn't work.

It seems essentially like the Master-Mixer is just not being built into the GeneratedSoundBanks within Unreal, since those changes are not reflected. Is there anything special we need to do to get that in there?

Thanks again for the help!
Some things to look out for:
- Are you generating the SoundBanks for the Windows platform? This is the platform the Editor uses for PIE mode.
- Can you check the timestamp on the .bnk files in YOUR_GAME/Content/WwiseAudio/Windows ? This is just to ensure the SoundBanks have been generated in the right place.
- Are there any error messages logged when you refresh the SoundBanks? The log can be found in Window > Developer Tools > Output Log.
We found the solution!

Strangely we were regenerating the SoundBanks from within Unreal and all the files were getting updated in WwiseAudio; each of the SoundBanks showed that it was a newly generated version. But just completely trashing that folder and regenerating again fixed it... it's like it wasn't overwriting one of the old files entirely, but it said it was. Very strange.

Sorry for the trouble- thanks again!

-Richard
...