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+3 votes
I am trying to get my wwise sound into unreal and I have connected my akevent to a soundbank and generated it in ue4 with no problems. However, when I right click the event and select play event I can't hear anything. The sound plays in wwise with no problems. Importing a wav file directly into ue4 works fine so maybe i've missed something in the integration process between wwise and ue4?  I have wwise installed as an engine plug in. i'm using unreal 4.16 and wwise 2017.1.0.6302  Any suggestions?
in General Discussion by CONOR H. (190 points)

1 Answer

+2 votes

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

by Markus R. (350 points)
edited by Markus R.
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