Hi
I’m trying to use Wwise on UE4 for the first time, so I might be missing something here. I need to get Wwise integrated into a UE4 project. I have taken the following steps to play some sound effects within UE4:
- Created a few SFX assets in the Actor-Mixer Hierarchy.
- Created events to trigger the SFX assets. For example, I’ve created an event called AE_Sword1H_Draw from within the Unreal Editor, which also created it within Wwise.
- Linked all events to sound effects in Wwise.
- Created UPROPERTY variables in the .h file of an in-game item as such:
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Weapon | Sounds")
class UAkAudioEvent* AttackEvent;
- Dragged the Wwise events into the blueprint.
- Used code to play the sound effects. For example:
FOnAkPostEventCallback InteractCallback;
UAkGameplayStatics::PostEvent(AttackEvent, this, int32(0), AttackCallback);
I have also tried:
FAkAudioDevice::Get()->PostEvent(AttackEvent, this);
The earlier code using UAkGameplayStatics gives me a deprecation warning, but both seem to attempt to play sound as indicated in the logs.
- Created a soundbank called MainBank in both UE4 and Wwise.
- Assigned the sound events to the MainBank in Wwise.
- Assigned the sound bank to the events in UE4.
- Tested in editor to trigger the sound - errors generated.
I have the following information in the log files:
LogAkAudio: Error: Master bus structure not loaded: make sure that the first bank to be loaded contains the master bus information
LogAkAudio: Error: Bank Load Failed
LogAkAudio: Error: Master bus structure not loaded: make sure that the first bank to be loaded contains the master bus information
LogAkAudio: Error: Bank Load Failed
LogAkAudio: Error: Event ID not found: 2794395967
LogAkAudio: Error: Failed posting event: AE_Sword1H_Draw
LogAkAudio: Error: Event ID not found: 2119020975
LogAkAudio: Error: Failed posting event: AE_Sword1H_Whoosh_1
My build file looks as follows and I have integrated the Wwise SDK into the UE project:
PublicDependencyModuleNames.AddRange(new string] { "Core", "CoreUObject", "Engine", "InputCore", "AkAudio", "AIModule", "UMG" });
I have also attempted to call Load Init Bank and Load Bank from the level blueprint, which doesn’t seem to make any change.
What am I missing?
Thanks for the help in advance.