menu
 

Community Q&A

Welcome to Audiokinetic’s community-driven Q&A forum. This is the place where Wwise and Strata users help each other out. For direct help from our team, please use the Support Tickets page. To report a bug, use the Bug Report option in the Audiokinetic Launcher. (Note that Bug Reports submitted to the Q&A forum will be rejected. Using our dedicated Bug Report system ensures your report is seen by the right people and has the best chance of being fixed.)

To get the best answers quickly, follow these tips when posting a question:

  • Be Specific: What are you trying to achieve, or what specific issue are you running into?
  • Include Key Details: Include details like your Wwise and game engine versions, operating system, etc.
  • Explain What You've Tried: Let others know what troubleshooting steps you've already taken.
  • Focus on the Facts: Describe the technical facts of your issue. Focusing on the problem helps others find a solution quickly.

0 votes

 I've been trying to create my own implementation of the Cube demo that shipped with Wwise v2014.1 (5158) but have hit a brick wall with the Hit_Rocket_Player call not triggering a sound asset (the rocket explosion) in-game. I get an Event ID Not Found call every time it should play but I can't figure out where the problem is. Everything works fine in the Soundcaster, but not when try it in the engine.  I've made sure to check that all of the events are included in the soundbank.The Fire_Rocket_Player and End_Rocket_Player events both work fine, by the way.

When I pulled up the Wwise implementation that comes with the installation package, to see how they did it, I found the same problem in the shipped version. How can I get the explosion file to trigger in-game?

in General Discussion by Bryn S. (150 points)

1 Answer

+1 vote
 
Best answer
Hi Bryn
 
You can fix it by changing one line of code in the weapon.cpp file
On line 211 replace this piece of code;
 
snd_event(guns[p->gun].eventhit, &v );
 
With this;
 
snd_event(name, p );
 
 
For some reason this hit event is set up differently in the code to the Start and End events, but this change seemed to fix it for me.
 
Cheers

 

by Simon G. (1.0k points)
selected by Bryn S.
Brilliant, Simon. It took a little bit of futzing to get Visual Studio 2013 to work with the Cube solution, but that seems to have fixed both the player's missiles and enemy projectiles in one fell swoop.
...