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Audiokinetic의 커뮤니티 Q&A는 사용자가 Wwise와 Strata 커뮤니티 내에서 서로 질문과 답변을 하는 포럼입니다. Audiokinetic의 기술 지원팀에게 문의하고 싶으신 경우 지원 티켓 페이지를 사용해주세요.

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I have a wwise 2021.1.5.7749 - UE4.26.2 seemingly correctly integrated project (with wwise as a game plugin). Sound works as expected in-engine. Unfortunately, the packaged project's exe doesn't run:

'Plugin 'Wwise' failed to load because module 'AkAudioMixer' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.'

The project is a 'blueprint project'. As far as I know, the list of plugins to be loaded is contained in the bank files. Do the banks have to be somehow actively 'loaded' / initialized / called in order for them to be part of the build?

Where should actually the InitBank file be? some youtube tutorials seem to suggest it should be shifted to different places.

Do I have to manually copy the bank files to the built folder? Any other idea where this problem could come from?

Side info: I have reproduced the error in a dummy 'FirstPersonExample' Project with one single dummy bank and event. In-Engine works, packaged exe fails with the same error.

Huge thanks in advance
General Discussion Héctor J. (110 포인트) 로 부터

1 답변

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Having the same Problem at the moment. Digged up some older similar threads here where mainly the project being a blueprint one would be the reason and cpp projects would work. Heavily relying on blueprints here, I sure hope that is not the problem.
Sebastian K. (140 포인트) 로 부터
Problem solved itself after doing a direkt Launch on device, involving the whole cooking process and building the stage build. Wwise worked like a charm afterwards.
I'm also having the same problem, and all the dug-up stuff is getting me nowhere.

I tried cooking it from the platform area in UE5, but unfortunately I still get the "Plugin 'Wwise' failed to load because module 'AkAudioMixer' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project." issue the moment it tries to open.

When you say you did a "direct Launch on device," is that what you were referring to?
Unfortunately I won't be able to check what I did and wether it would work with UE5 until January, I'm sorry.
I had the same problem with UE4.27 in a blueprint project. I fixed it by creating a .cpp file.
Go to file and select new class C++
in the popup window choose none, leave the default name and then create.
In case of an error in the creation of the .cpp, you must open the visual studio installer and install the c++ module, after that it allows you to create the file.

What I have to solve now is why once the game is compiled it does not recognize and plays the  footstep sounds when the type of material of the ground changed. Only the default footstep sound is reproduced.
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