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+1 vote

Hey everyone,

I'm running into a strange issue while profiling audio in my Unreal project. My setup uses multiple audio outputs via AddOutput(), and it seems to work as expected when not connected to the Wwise Profiler, sounds are routed to their correct output devices.

However, when I connect the Profiler, my main Master Bus, which is supposed to always route to the Windows default output, sometimes gets routed to a different device ID. This leads to errors like "Cannot find output path for the sound" and will not play.

From what I can see in the Profiler, the routing seems to change when connected, causing these mismatches. The odd thing is that it's not 100% reproducible, sometimes it works fine, and other times it doesn't. So currently, I just have to hope that the output routing behaves correctly whenever I need to debug in the Profiler.

Has anyone experienced this behavior? I'm wondering if there's something wrong in my setup or if I'm missing something obvious. Any tips or suggestions would be greatly appreciated!

Setup details:

  • Unreal Engine 5.5

  • Wwise 2022.1.17

  • Using multiple outputs via AddOutput()

Thank you in advance.

in General Discussion by Napatz S. (110 points)
Have you tried monitoring the AKRESULT that gets returned when you call AddOutput()?

Especially if it's happening in build, might be worth adding some debug logging to look out for any of the AKRESULTS listed in the API documentation for AddOutput: https://www.audiokinetic.com/en/library/edge/?source=SDK&id=namespace_a_k_1_1_sound_engine_a15ab79f954a307902f529d8ccde8ad48.html

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