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+3 votes
"LogAkAudio: Error: Load bank failed : incompatible bank version. Bank was generated with an older version of Wwise. The Bank version is 135 and the current SDK version is 140 LogAkAudio: Error: Bank Load Failed"

Unreal Integration is updated to the correct version, authoring tool is on 2021.1.0. WWise project has been updated to the new version.

Regenerating Sound Data does not help, still the same error. What are we doing wrong?

 

Thanks
in General Discussion by Carsten Z. (220 points)
I'm getting hit with the following:

Display  LogAkSoundData       Running C:\Program Files (x86)\Audiokinetic\Wwise 2021.1.0.7575\Authoring\x64\Release\bin\WwiseConsole.exe generate-soundbank "<wproj location>" --use-stable-guid --import-definition-file "C:/Users/user/AppData/Local/Temp/CookUAkAudioEvent1E4E8E0E4E3343F6CABCB9849FD3A15E.txt" --platform "Windows" --soundbank-path Windows "<...>GeneratedSoundBanks/Windows" --language "English(US)"
Display  LogAkSoundData       
Display  LogAkSoundData       Wwise | v2021.1.0 | Build no.7575 | (C) 2006-2021. Audiokinetic Inc. All rights reserved.
Display  LogAkSoundData       
Display  LogAkSoundData       
Display  LogAkSoundData       *** Loading Project ***
Display  LogAkSoundData       
Display  LogAkSoundData       
Display  LogAkSoundData       *** Importing SoundBank definition ***
Display  LogAkSoundData       
Display  LogAkSoundData       
Display  LogAkSoundData       *** Bank Generation ***
Display  LogAkSoundData       
Display  LogAkSoundData       
Display  LogAkSoundData       Process completed successfully.
Display  LogAkSoundData       
Display  LogAkSoundData       WwiseConsole successfully completed.
Log      LogDirectoryWatcher  A directory notification for '<...>/GeneratedSoundBanks' was aborted.
Log      LogStats             FPlatformStackWalk::StackWalkAndDump -  0.467 s
Error    LogOutputDevice      === Handled ensure: ===
Error    LogOutputDevice      
Error    LogOutputDevice      Ensure condition failed: Lhs.Array.Num() == Lhs.InitialNum [File:C:\Program Files\Epic Games\UE_4.25\Engine\Source\Runtime\Core\Public\Containers/SparseArray.h] [Line: 936]
Error    LogOutputDevice      Container has changed during ranged-for iteration!
Error    LogOutputDevice      Stack:
Error    LogOutputDevice      [Callstack] 0x00007ffe1ffe86f9 UE4Editor-AudiokineticTools.dll!DispatchCheckVerify<bool,<lambda_cd1762cde424eef011bb8073a7a4e459> >() [C:\Program Files\Epic Games\UE_4.25\Engine\Source\Runtime\Core\Public\Misc\AssertionMacros.h:161]
Error    LogOutputDevice      [Callstack] 0x00007ffe1ff7523d UE4Editor-AudiokineticTools.dll!AkSoundDataBuilder::dispatchMediaCookTask() [E:\VAIL\Plugins\Wwise\Source\AudiokineticTools\Private\AssetManagement\AkSoundDataBuilder.cpp:1249]
Error    LogOutputDevice      [Callstack] 0x00007ffe1ff7499d UE4Editor-AudiokineticTools.dll!AkSoundDataBuilder::dispatchAndWaitMediaCookTasks() [E:\VAIL\Plugins\Wwise\Source\AudiokineticTools\Private\AssetManagement\AkSoundDataBuilder.cpp:1226]
Error    LogOutputDevice      [Callstack] 0x00007ffe1fee5878 UE4Editor-AudiokineticTools.dll!WwiseConsoleAkSoundDataBuilder::DoWork() [E:\VAIL\Plugins\Wwise\Source\AudiokineticTools\Private\AssetManagement\WwiseConsoleAkSoundDataBuilder.cpp:150]
Error    LogOutputDevice      [Callstack] 0x00007ffe1fee1ccb UE4Editor-AudiokineticTools.dll!FAutoDeleteAsyncTask<CookAkSoundDataTask>::DoWork() [C:\Program Files\Epic Games\UE_4.25\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:100]
Error    LogOutputDevice      
Log      LogStats                            SubmitErrorReport -  0.000 s
Log      LogStats                                SendNewReport -  1.102 s
Log      LogStats                         FDebug::EnsureFailed -  1.569 s
Display  LogAkSoundData       WwiseConsole Sound Data Builder task took 2.517060 seconds.
CZ, I've made no progress. Have you had any luck?
Hello Albert,
yes we did. Please take a look at my other answer.
Please note this does not fix the "container has changed during ranged-for iteration!".
We also have this (even before the 2021 update) and suspect it's connected to version control of the WWise project folder, but werent able to 100% resolve it.

2 Answers

0 votes
Hi CZ, I'm having the same issue. Will post solution here when I figure it out. A
by Albert (170 points)
0 votes
We found out how to fix it.

Go to "Build" in the Unreal Editor Toolbar (where you also build lights etc, next to compile) -> Clear Sound Data -> Select all of the options

Regenerate the soundbanks afterwards. The SDK error should be gone now.

We have new issues now though with Media IDs not found.
by Carsten Z. (220 points)
Thank you for posting your resolution. Much appreciated, thank you.
I opened wwise picker(before wwise project should be opened)and pressed there Generated SoundBanks
...