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

Hello! I'm working on a sound replacement for the Unreal ShooterGame. I'm trying to do as much as possible in C++ (Hopefully everything) and I'm using UE4.10.0 as well as the corresponding Wwise auth tool, integration and XCode (I'm on El capitan and the software versions I'm using are correct and compatible as far as I know).

I've been informed that in this case, the Wwise soundengine modules are already initialized in the code (Soundengine, music engine, comms, ... ). Yesterday I managed to import the Init.bnk and a Test.bnk generated in Wwise to UE4's content browser, I created an event with same name as an event in Wwise, built banks and through blueprint I could play a pickup sound. Those banks already include header files because I plan on loading/unloading banks with IDs.

The problem is that when I try to load/unload banks in C++, I include the generated header files for the IDs and apparently the code can't find that header file. (#include "Wwise_IDs.h")

I already accessed the build settings, set custom header file search paths and that didn't seem to help. Can anyone shed some light on this subject? Thanks a lot!

 

in General Discussion by - (240 points)
I figured it out. Obviously it's not enough to write #include "Wwise_IDs.h"

I added the path to the actual file and wrote:

"../ShooterWwiseProject/GeneratedSoundBanks/Wwise_IDs.h"

Now it works perfectly.
Glad you figured it out! I'll copy/paste your solution in an answer for future reference.

1 Answer

0 votes
 
Best answer

Answer found !

 

Obviously it's not enough to write #include "Wwise_IDs.h"

I added the path to the actual file and wrote:

"../ShooterWwiseProject/GeneratedSoundBanks/Wwise_IDs.h"

Now it works perfectly.

by Benoit S. (Audiokinetic) (16.0k points)
Same problem here, I tried what Filipe D. answered, not working for me maybe I have misdone something.
I am using Unity, Windows, Visual Studio.
At the top of my main C# script I typed : #include "C:\Users\TESTudiant\Documents\Media UNITY\Thoronet Terrain\Assets\StreamingAssets\Audio\GeneratedSoundBanks\Wwise_IDs.h";
Error is "Preprocessor Directives expected"
I replaced "#include" with "using", not working neither.
Thanks in advance
...