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I'm using Wwise 2024.1.6. I opened an Unreal project in 5.6 created in an earlier version, and found the "MIDIevent" pin missing from "Switch on EAkCallbackType." I used this to execute events in my game, and naturally all blueprints that used it are broken. Has this been moved, or is it eliminated in favor of something else? How do I execute events generated by MIDI events?

in General Discussion by Stephen L. (100 points)

1 Answer

0 votes

Hi Stephen,

Thanks for the report. From your message, it's not clear which earlier version of the Wwise Unreal Integration or Unreal Engine the project was originally created with, which makes it difficult to pinpoint the change in behavior.

To my knowledge, there haven't been any major changes involving the MIDIEvent pin in recent versions. If nothing is mentioned about it in the release notes, it's possible this could be a bug. However, at this stage, it's unclear whether the issue originates from the Wwise Unreal Integration or from a change in Unreal Engine itself.

The best way to proceed when you encounter an issue that may be a bug is to file a bug report via the Audiokinetic Launcher, so the issue can be properly investigated and tracked. You can find instructions here: Reporting Bugs in the Audiokinetic Launcher

When submitting the report, please include the following:

  • The version of the Wwise Unreal Integration
  • The Unreal Engine version
  • Reproduction steps
  • What your expected behavior was

This will help us determine whether it's a bug, a regression or unintended behavior and make sure it gets properly logged and addressed.

by Alessandro Famà (3.7k points)
Thanks for your response, Alessandro. I'm using Wise Unreal Engine Integration version 2024.1.6.8842.3740. The previous version of Unreal was 5.4, and I imported the project to Unreal 5.6.
Reproduction steps:
From a Post Event Callback, I called the Switch on EAkCallbackType. Expected: MIDIEvent used to be an option, but it is removed (as in screenshot).
...