We were running into the same issue as well. We were able to patch around the SceAudio3d prx not loading by making sure the "/app0/prx" folder was included in initSettings.szPluginDLLPath and that the SceAudio3d.prx file got coped into <GameName>/Build/PS4/prx.
#if PLATFORM_PS4
FString PluginDLLPath(TEXT("/app0/prx/"));
#ifndef AK_SUPPORT_WCHAR
AkOSChar * pszPluginDLLPath = TCHAR_TO_ANSI(*PluginDLLPath);
#else
AkOSChar * pszPluginDLLPath = 0;
CONVERT_WIDE_TO_OSCHAR(*PluginDLLPath, pszPluginDLLPath);
#endif
initSettings.szPluginDLLPath = pszPluginDLLPath;
#endif
But then wwise still doesn't appear to open the 3d audio port like it does when you run the 3d audio sample from the SDK PS4 SDK (ORBIS SDKs\4.000\target\samples\sample_code\audio_video\api_audio3d\).
Rain 3d audio console output:
19:40:43 [audiod/a3d] port.cc:212 - Notified of creation of shm /audio3d-port-0x65-0 of size 379456
19:40:43 [audiod/a3d] morpheus.cc:225 - MorpheusPluginPortOpen...
19:40:43 [audiod/a3d] sparkuplus.cc:184 - SparkUplusPluginPortOpen - S3DA_CPU_OPTIMIZED (0)...
19:40:43 [audiod/a3d] iothread.cc:46 - IoThread (MorpheusIo) iHandle=0 started.
19:40:43 [audiod/a3d] sparkuplus.cc:184 - SparkUplusPluginPortOpen - S3DA_CPU_OPTIMIZED (1)...
19:40:43 [audiod/a3d] devel.cc:195 - DevelPluginPortOpen
19:40:43 [audiod/a3d] iothread.cc:46 - IoThread (SparkUplusIo) iHandle=-1 started.
19:40:43 [audiod/a3d] iothread.cc:46 - IoThread (SparkUplusIo) iHandle=-1 started.
19:40:43 [audiod/a3d] iothread.cc:46 - IoThread (NetworkIo) iHandle=-1173159408 started.
19:40:43 [audiod/a3d] iothread.cc:84 - IoThread (MorpheusIo) detected connection.
19:40:43 [audiod/a3d] module.cc:309 - sceAudiodA3dModuleNotify!
19:40:43 [audiod/a3d] devel.cc:84 - Connecting to 10.0.0.221...
19:40:43 [audiod/a3d] morpheus.cc:311 - Setting up Morpheus for Legacy mode
19:40:43 [audiod/a3d] process.cc:110 - Output via plugin 0
19:40:43 [audiod/a3d] devel.cc:98 - Connecting to 10.0.0.221... failed with error 0x3d!
19:40:43 [audiod/a3d] process.cc:267 (throttled) - No data!
19:40:43 [audiod/a3d] process.cc:129 (throttled) - No data!
By comparison, our game's 3d audio console output:
23:35:15 [audiod/a3d] event.cc:187 - --> SceAudiodA3dEventWorkModeParam(4 0)
23:35:15 [audiod/a3d] morpheus.cc:561 - sceAudiodA3dMorpheusNotify, bAttached=1 bLegacyMode=0
23:35:15 [audiod/a3d] module.cc:307 - FORCE sceAudiodA3dModuleNotify!
23:35:15 [audiod/a3d] morpheus.cc:321 - Setting up Morpheus for Native mode
I can get the logging I would expect if I manualy open the 3d audio port:
#if PLATFORM_PS4
{
// Load audio3d Module
int32 Ret = sceSysmoduleLoadModule(SCE_SYSMODULE_AUDIO_3D);
checkf(Ret == SCE_OK, TEXT("sceSysmoduleLoadModule(SCE_SYSMODULE_AUDIO_3D) failed: 0x%x\n"), Ret);
// Initialize Audio 3D
Ret = sceAudio3dInitialize(0);
checkf(Ret == SCE_OK, TEXT("sceAudio3dInitialize failed: 0x%x\n"), Ret);
}
SceAudio3dOpenParameters sParameters;
sceAudio3dGetDefaultOpenParameters(&sParameters);
sParameters.uiGranularity = 1024;
sParameters.uiMaxObjects = 32;
sParameters.uiQueueDepth = 1;
SceAudio3dPortId uiPort;
int iRet = sceAudio3dPortOpen(SCE_USER_SERVICE_USER_ID_SYSTEM, &sParameters, &uiPort);
if (iRet) {
UE_LOG(LogInit, Warning, TEXT("sceAudio3dPortOpen() failed: 0x%x"), iRet);
}
#endif
We have the "SCE Audio 3d bed" setup in our wwise project config, but no dice so far.