社区问答

欢迎来到 Audiokinetic 社区问答论坛。在此,Wwise 和 Strata 用户可互帮互助。如需我们团队直接提供协助,请前往技术支持申请单页面。若要报告问题,请在 Audiokinetic Launcher 中选择“报告错误”选项(注意,问答论坛并不会接收错误报告)。我们内部设有专门的错误报告系统,会有专人查看报告并设法解决问题。

要想尽快得到满意的解答,请在提问时注意以下几点:

  • 描述尽量具体:比如,想达到什么样的目的,或者具体哪里有问题。
  • 包含关键细节:比如,Wwise 和游戏引擎版本以及所用操作系统等等。
  • 阐明所做努力:阐明自己为了排除故障都采取了哪些措施。
  • 聚焦问题本身:聚焦于问题本身的相关技术细节,以便别人可以快速找到解决方案。

0 投票

Hello,

I've integrated the MSSpatial plugin to our Unreal game. It is registered when I boot the Unreal Editor, and it works on PC. However, when I run my game on XBox One, I get this log for LogAkAudio:

[2020.03.09-19.56.05:493][  0]LogAkAudio: Wwise(R) SDK Version 2019.2.0 Build 7216. Copyright (c) 2006-2019 Audiokinetic Inc.
[2020.03.09-19.56.05:493][  0]LogAkAudio: Could not find Wwise network ports in AppxManifest. Network communication will not be available.
[2020.03.09-19.56.05:493][  0]LogAkAudio: Wwise plug-in DLL path: ../../../Engine/Plugins/Wwise/ThirdParty/XboxOne_vc140/Profile/bin/
[2020.03.09-19.56.05:493][  0]LogAkAudio: Warning: Could not initialize Wwise communication.
[2020.03.09-19.56.05:493][  0]LogAkAudio: Wwise successfully initialized.
[2020.03.09-19.56.05:493][  0]LogAkAudio: Initialization complete.
[2020.03.09-19.56.24:481][  1]LogAkAudio: Error: MSSpatial: Could not activate SpatialAudioClient: 0
[2020.03.09-19.56.24:482][  1]LogAkAudio: Error: The Output Device specified by AddOutput() or Init() could not be initialized.
[2020.03.09-19.56.24:482][  1]LogAkAudio: Reverting to default Built-in Audio Device.

What does this error means? I don't have the error lines following the Initialization complete message on PC builds. I also already made sure that my XBox devkit audio is configured such as the Headset format is set to Dolby Atmos for Headphones.
Any help would be much appreciated!

分类:General Discussion | 用户: David T. (110 分)

Please sign-in or register to answer this question.

...