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0 votes
  • Audio engine initializes
  • Soundbank loads with AK_SUCCESS
  • Profiler connects
  • Events appear in the capture log
  • The meters light up
  • No sound

When the app first boots it sometimes gives a voice starvation error, probably because it's Unity free and thus loads the first scene synchronously immediately after loading the soundbank. After that everything looks peachy. Audio thread CPU around 2%, command queue stays around zero.

Things I've tried:

  • Running in Debug, Profile, and Release
  • Re-booting the phone
  • Re-generating the soundbank using AAC and Vorbis

What do?

in General Discussion by Evan T. (290 points)

1 Answer

0 votes
Where do you try to listen to the audio ? On the iOS Device or on the computer running the Wwise authoring ?

FYI There is no chance to hear audio from a game in the Authoring as no audio signal is sent to the Authoring when connecting to a device.

You need to listen to the audio on the device where you run the game.
by Fabien B. (Audiokinetic) (12.9k points)
Thanks for the quick answer. I'm listening on the device. iPhone 4, iOS 7.1.2. Volume is up, no headphones. No music playing. Audio from other apps does work.
I gave up, came back a few weeks later, opened the exact same build that was still on the phone, and the sound worked perfectly. This isn't the first time I've seen an iPhone problem magically resolve itself... I'm more inclined to blame Apple than AudioKinetic!
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