Troubleshooting

Compiling errors after installation

If you have just upgraded Wwise from a previous version, you may have duplicate scripts. In version 2013.2.8, the UNITY_PROJECT_ROOT\Assets\Wwise\Deployment\Examples folder was renamed to Components. If you haven't made any changes to the scripts in the Examples folder, you can simply delete it.

Also, if you develop on multiple platforms, make sure that you have installed the UnityPackage for each of your development platforms. There are some scripts that are platform-specific.

DllNotFoundException in the Unity console

If you see a DllNotFoundException message about AkSoundEngine in the Unity console on Windows, this can be caused by two missing dependencies:

There is no sound

If you hear no sound in your game, check the following:

Can't connect the Wwise Profiler

If your game is running on Windows, check the following:

If your game is running on another computer or console, check the following:

Error during installation - Access to the path is denied in the Unity console

If you see a Wwise: Error during installation: Access to the path is denied message in the Unity console, check the following:

Error during SoundBank generation on Wwise for Mac - Cannot write to Wwise_IDs.h

If, using Wwise for Mac, you see an error during SoundBank generation about not being able to write to Wwise_IDs.h, check the following:

Error: Plugin Not Registered

Your Wwise project uses a licensed plug-in which hasn't been included yet in your AkSoundEngine dynamic library. See Adding Plug-ins.

"Multiple plugins with the same name" in the Unity Console on Mac

Using Unity for Mac, upon importing the Integration, the Unity Console might display many errors that say

Multiple plug-ins with the same name 'aksoundengine' (found at 'Assets/Wwise/Deployment/Plugins/Mac/Release/AkSoundEngine.bundle' and 'Assets/Wwise/Deployment/Plugins/Mac/Debug/AkSoundEngine.bundle'). That means one or more plug-ins are set to be compatible with Editor. Only one plug-in at a time can be used by Editor.

These errors can be safely ignored, as the installation process will properly activate the correct plug-ins.

"Failed to initialize the sound engine" using the Vita HW plug-in

On the Vita, the Unity built-in audio system initializes the necessary hardware for audio, and thus Wwise's initialization fails. To fix the issue, disable the built-in audio by going to Assets > Project Settings > Audio, and selecting the "Disable audio" checkbox.

"Failed to initialize the sound engine" using the Xbox One plug-in

On the Xbox One, the Unity built-in audio system initializes the necessary hardware for audio, therefore Wwise's initialization fails. To fix the issue, disable the built-in audio by going to Assets > Project Settings > Audio, and selecting the "Disable audio" checkbox.

Note that because of a known Unity 5.0.2 issue, the audio hardware gets initialized even though the "Disable audio" check box is enabled. As a workaround for this, in AkInitializer.cs, change the following code:

    AkPlatformInitSettings platformSettings = new AkPlatformInitSettings();
    AkSoundEngine.GetDefaultPlatformInitSettings(platformSettings);
    platformSettings.uLEngineDefaultPoolSize = (uint)lowerPoolSize * 1024;
    platformSettings.fLEngineDefaultPoolRatioThreshold = memoryCutoffThreshold;

To this:

    AkPlatformInitSettings platformSettings = new AkPlatformInitSettings();
    AkSoundEngine.GetDefaultPlatformInitSettings(platformSettings);
    platformSettings.uLEngineDefaultPoolSize = (uint)lowerPoolSize * 1024;
    platformSettings.fLEngineDefaultPoolRatioThreshold = memoryCutoffThreshold;
#if UNITY_XBOXONE && !UNITY_EDITOR
        platformSettings.uMaxXMAVoices = 0;
#endif

Note that this will disable the XMA plug-in.

Generated on Mon Jan 9 13:37:46 2017 for Wwise Unity Integration by  doxygen 1.6.3