Hi Conor,
We had the same problem. It seems like some quite nasty bugs has slipped by the wWise QA. It seems like there is no listener setup in the editor since they introduced more control to listeners in 2017.1.
We have a quick and dirty fix to this (don't blame me if it's ugly, but it works):
in: AkAudioDevice.cpp:2100 (after AK::SoundEngine::RegisterGameObj(DUMMY_GAMEOBJ, "Unreal Global");) add:
AkGameObjectID GameObjID = DUMMY_GAMEOBJ;
AK::SoundEngine::SetDefaultListeners( &GameObjID, 1 );
And to get it continue work after you have launched PIE once in the editor, add on line AkAudioDevice.cpp:1583 ( after m_defaultListeners.Remove(in_pComponent); )
if( m_defaultListeners.Num() == 0 )
{
AkGameObjectID GameObjID = DUMMY_GAMEOBJ;
AK::SoundEngine::SetDefaultListeners( &GameObjID, 1 );
AkTransform transform;
FAkAudioDevice::FVectorsToAKTransform( FVector::ZeroVector, FVector::RightVector, FVector::UpVector, transform );
AK::SpatialAudio::SetEmitterPosition( GameObjID, transform );
}
Sorry for spaces as tabs, but it was the best way I could format code ;)
I hope this helps you. We have found that in 4.16, PostEventAtLocation doesn't work either. I have added more info about it in the thread: https://www.audiokinetic.com/qa/3835/posteventatlocation-in-unreal-engine-4-16-3-doesnt-work
Cheers,
Markus