Using:
Unity version 2019.4.11.f1
Wwise integration 2021.1.2.7629
targeted minimum Android API 23
problem short: not receiving data from Wwise callbacks
Problem specified:
When running the Android build on Oculus Quest (1, fully updated) and using callbacks such as fBeatLenght, or custom cues, unity will receive that Wwise is trying to send these, but the data turns up empty. e.g. fBeatLenght turns up 0, and cues are just blank "".
When running a windows build of the same game, or running the game in the editor, the data is received correctly. i.e. I get the cue 't', and the fBeatLenght 0.75
Sound can be activated just fine no matter if it is a build Android/Windows or the Unity editor running. I just can't get any data back into the game from Wwise.
When using the Wwise profiler on the Android build, I can observe that the cue is correctly identified in the wwise profiler, and that the GameObject it is generated from is correctly identified to what I expect it to be. However, when I use the debug tool 'Logcat' to extract my Debug.Logs from unity, when I run the Android build from my Quest, the ID that sends the cue, apparently does not match any GameObject ID in the game. When I run the same Debug.Logs for the windows build, I AM able to match the ID with the expected GameObject from which the cue is sent.
I'd like some input on this issue thank you
/Lisbeth Rasmussen