Wwise Audiokinetic event can't be heard after playing and stopping in Unreal Engine 4 Editor

Hi,

I have a curious issue at the moment with Wwise and Unreal Engine 4. When I open my project, then right click on any of my audiokinetic event in my editor, then click “Play Event”, it works just fine. But, after that, if I hit Play (to play the game) in the editor, then Stop, and I try to right-click on any of my audiokinetic event and click “Play Event”, I won’t hear anything anymore, and that issue will stay until I close the engine and reopen the project, which is a really big annoyance.

By doing some tests, it seems that it really is that sequence of events that triggers the issue, because when I open my project and I DON’T try to ‘‘Play Event’’ an audiokinetic event, just start playing the game in the editor, then stopping it, and then I try to ‘‘Play Event’’, I hear it. And then if I play the game in the editor again, then stop, and try again to ‘‘Play Event’’, the issue is there and I won’t here it until I restart the engine.

Let me know if you have questions!

Thank you!

Sadly not, and it’s 500 US per support ticket for Wwise, which is was not viable for us, so we switched to FMOD and it’s so much more friendly and easy to use, and the support is more accessible. Best of luck!

I am currently running into the same issue and I am using the same Unreal engine version as you are. Were you ever able to find a solution?

We had exacty same issue in my case I “fixed” it by moving Listener position to identity like this:

AkGameObjectID GameObjID = DUMMY_GAMEOBJ;
AkTransform transform;
FAkAudioDevice::FVectorsToAKTransform(FVector::ZeroVector, FVector::RightVector, FVector::UpVector, transform);
AK::SoundEngine::SetPosition(GameObjID, transform);

I’ve added this to FEditorDelegates::EndPIE (in AkAudioDevice.cpp)

Hope this helps!