This is the scenario - lets say I have 100 events, and they are called in all different places across my Unity project.
When posting an event i use: AkSoundEngine.PostEvent(eventNameString, gameObject)
So I call the event with the name of the event, like "player_shoot_gun". Now lets say out of 200 places I post events from, I happened to spell the name of the event wrongly.
The error I get tells me the event ID - not helpful since I spelled the event name wrong, so its just a random number.
The error I get also tells me the name of the gameObject - only helpful if I can tell exactly what it is from that name. AKA If I had 100 prefabs of characters, and they each had a child gameObject called Sprite (or whatever), and thats the gameObject that the Event is attached to, I can't determine anything from just knowing the gameObject was called "Sprite".
Something similar to this just happened to me, and I basically had to find all references to "AkSoundEngine.PostEvent", and look through that huge list comparing every eventName string to my events. I eventually found the issue and fixed it.
I'm wondering how I could organize my project to avoid that tedious search in the future. Should I be routing all of my AkSoundEngine.PostEvent calls through some sort of 'Sound Manager' game object so I can add a Debug.Log line print the eventName string before it is played? Or is there some other way to get more info?
Thanks!
EDIT: Maybe worth noting, I was accidentally sending an empty string as the event name. Might be nice if there was a specific error or warning for that, rather than the generic "ID not found: 654231354"