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+3 投票

When loading a soundBank from the generated static uint in the header file the result is FileNotFound.

When loading the soundBank by name it works fine.

 

//Example


Debug.Log(AkSoundEngine.LoadBank(AK.BANKS.ENVIRONMENTS_GLOBAL, AkSoundEngine.AK_DEFAULT_POOL_ID));

// ^^^ Outputs AK_FileNotFound


uint bankId;
Debug.Log(AkSoundEngine.LoadBank("ENVIRONMENTS_GLOBAL", AkSoundEngine.AK_DEFAULT_POOL_ID, out bankId));

// ^^^ Outputs AK_Success

分类:General Discussion | 用户: Luke M. (130 分)
Having the same issue. Haven't been able to load bank referencing the uint (ie: AK class). Always have to reference the "name" with output of the id.

Example of triggering and storing out music gameobject below:

    private void Start ()
    {
        //initialize music
        _music = new GameObject("Music");
        PlayEvent("Music", AK.EVENTS.PLAY_MUSIC, _music);

        DontDestroyOnLoad(_music);
    }

    public void PlayEvent(string inBank, uint inEvent, GameObject inGameObject)
    {
        uint bankID; // Not used
        AkSoundEngine.LoadBank(inBank + ".bnk", AkSoundEngine.AK_DEFAULT_POOL_ID, out bankID );
        AkSoundEngine.PostEvent(inEvent, inGameObject);
    }

1个回答

0 投票
If you wish to use IDs to access your SoundBanks, you need to set an option in the Wwise Project Settings, under the SoundBanks tab. You will need to uncheck "Use SoundBank names". Upon doing so, you will not be able to access your banks by name.

Basically, you only have one way to access your banks - by name or by ID. You can't access them using both ways at the same time.

For more information on using bank names versus IDs, you can refer to the Wwise SDK documentation, under Sound Engine Integration Walkthrough » Integrate Wwise Elements into Your Game » Integrating Banks » Integration Details - Banks » General Information.
用户: Benoit S. (Audiokinetic) (16.0k 分)
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