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License: Other
Wwise Integration for the Godot Engine
License: Other
Hey just wondering if there are any docs on how to use this library's unit testing capabilities?
Integrated unit testing with GUT and my run does things like this. This is running in an ubuntu-latest agent with a godot-ci docker image on Github via Actions.
SCRIPT ERROR: register_game_object: Invalid call. Nonexistent function 'register_game_obj' in base 'Nil'.
* test_main
At: res://wwise/runtime/nodes/ak_event_2d.gd:56.
SCRIPT ERROR: post_event: Invalid call. Nonexistent function 'post_event_id' in base 'Nil'.
At: res://wwise/runtime/nodes/ak_event_2d.gd:22.
SCRIPT ERROR: _play: Invalid call. Nonexistent function 'post_event_id' in base 'Nil'.
Weird one. Steps to reproduce:
Release
lib for your current platformErrors:
core/os/dir_access.cpp:298 - Failed to open res://wwise/bin/osx/release/libWwiseGDNative.dylib
editor/project_export.cpp:984 - Failed to export the project for platform 'Mac OSX'.
Not deleting the release lib will use the release lib. Sure the release .gdnlib and .gdns are in the project but it should not use them as the .gdns file is not present or activated in the AutoLoad tab. Maybe missing something obvious here.
The custom nodes for example will always display a failed load popup when importing the integration package into a new project.
Issue on Godot's repo: godotengine/godot#17483
My current workaround is to use ResourceLoader.load() instead of preload() for the custom nodes icons. The addon will still load, no error popup appears, but the output console will still show errors and icons won't load until restarting the editor.
Hi, first of all, thanks a lot for the ongoing work to bring Wwise to Godot!
I've started integrating the module in my team's workflow and it works great. We have a mix of different hardware and OS and have been able to get it working for Windows 10 and Intel MacOS but have run into trouble when trying to launch the project on an M1 chip MacOS device (M1 Mac mini).
The issue seems to be the compiled lib being available only for x86_64 architectures:
Can't open dynamic library: [...]/wwise/bin/osx/debug/libWwiseGDNative.dylib, error: dlopen([...]/wwise/bin/osx/debug/libWwiseGDNative.dylib, 0x0002):
tried: '[...]/wwise/bin/osx/debug/libWwiseGDNative.dylib'
(mach-o file, but is an incompatible architecture (have 'x86_64', need 'arm64e')),
'/usr/lib/libWwiseGDNative.dylib' (no such file).
Could you provide instructions as to how to compile the desired files for an ARM64 architecture or make them available on the repository? I would be happy to help testing the integration on Apple M1 devices.
The process of using Acoustic Textures requires manual setup that could be streamlined in the future.
The reason for the manual setup is that information about Acoustic Textures is not exported in the SoundBanks.
Right now, the workflow to create and use Acoustic Textures is the following:
AkAcousticTexture
resource and fill the values manually in the inspector:acoustic_texture
field in the AkGeometry
node.Ideally, I think we would want to get the Acoustic Textures directly from the Wwise Authoring Application. They can be created in the ShareSets tab under the Virtual Acoustics folder. If you have imported the Reflect factory plugin presets, there will be some default one's already available like shown in this screenshot:
The Unity integrations gets the appropriate information from the .wwu file (AkWwiseWWUBuilder.cs). The Unreal integration also seems to parse the .wwu file (WwiseWwuParser.cpp). Not sure if this would be the right approach for us, since requiring to have the Wwise project and Work Units around just for the (optional) Acoustic Textures doesn't seem right to me.
Hey! Thought I'd provide instructions for anyone wanting to build for Godot 3 (As 4 has changed steps a bit).
Example for Mac and building with plugin.
Clone the repo where the source is for compiling, ensure you have scons too.
git clone https://github.com/alessandrofama/wwise-godot-integration
cd wwise-godot-integration
rm -rf godot-cpp
git clone https://github.com/godotengine/godot-cpp.git
cd godot-cpp
gco godot-3.4.3-stable # build for v3 of Godot - 4 is in master now
rm -rf godot-headers
git clone https://github.com/godotengine/godot-headers.git
cd godot-headers
gco godot-3.4.3-stable
cd ..
scons platform=osx generate_bindings=yes
Go to wwise-gdnative once built cpp bindings
cd ../wwise-gdnative
Debug/Development Release
scons target=debug platform=osx wwise_sdk=/Applications/Audiokinetic/Wwise\ 2021.1.5.7749/SDK plugins=convolution target_path=bin/
Production Release
scons target=release platform=osx wwise_sdk=/Applications/Audiokinetic/Wwise\ 2021.1.5.7749/SDK plugins=convolution target_path=bin/
I followed the instructions from the video Installation - Wwise Godot Integration: https://www.youtube.com/watch?v=Z2Rs81P1iic
When testing the empty scene after running the integration app these errors are produced:
(I have a german system, Last part of the first message says: Module not found)
E 0:00:00.612 open_dynamic_library: Can't open dynamic library: D:/Projects/Godot/WwiseTest/wwise/bin/win64/debug/WwiseGDNative.dll, error: Error 126: Das angegebene Modul
wurde nicht gefunden.
<C++ Error> Condition "!p_library_handle" is true. Returned: ERR_CANT_OPEN
<C++ Source> platform/windows/os_windows.cpp:2395 @ open_dynamic_library()
E 0:00:00.616 get_symbol: No valid library handle, can't get symbol from GDNative object
<C++ Source> modules/gdnative/gdnative.cpp:501 @ get_symbol()
E 0:00:00.620 init_library: No nativescript_init in "res://wwise/bin/win64/debug/WwiseGDNative.dll" found
<C++ Source> modules/gdnative/nativescript/nativescript.cpp:1506 @ init_library()
E 0:00:00.623 start: Script does not inherit a Node: res://wwise/bin/wwise-gdnative-debug.gdns
<C++ Error> Condition "!valid_type" is true. Continuing.
<C++ Source> main/main.cpp:1766 @ start()
The autoloads as well as the plugins have loaded and are active. The node types are present as well. The output message wwise system intialisation succeeded does not appear.
Steps to reproduce:
Godot Engine v3.2.3.stable.official
Zipped project for reproducing: https://drive.google.com/file/d/1FYYNPg-vJ9dX3K5yOZMCmv5uy6LZ31OY/view?usp=sharing
Open project in Godot and play.
Hello Alessandro,
We had to change "preload" to "load" into wwise_custom_nodes.gd for it to work in the 3.4.2.
We are working on a mac.
Thanks for the great work
I have managed to generate the soundbanks and export the header ID to map to the Banks & Events, but getting the following errors to load the Bank. Also looks like I can see a full path to the author's CPP files.
Wwise version: 2019.2.1.7250
class_name AK
class EVENTS:
const FOOTSTEP = 1044567165
const MUSIC = 3991942870
enum _enum {
FOOTSTEP = 1044567165,
MUSIC = 3991942870
}
class GAME_PARAMETERS:
const DENSITY_FA_SSGRAIN = 2715217995
const IMMERSION_FA_SSGRAIN = 2481728872
const INSTRUMENT_FA_SSGRAIN = 2317409760
const PLAYBACK_RATE = 1524500807
const PROXIMITY_FA_SSGRAIN = 1791284502
const RPM = 796049864
const RPM_FA_SSGRAIN = 1656280998
const SIMULATION_FA_SSGRAIN = 2428833394
const SOIL_RTPC = 731927630
const SS_AIR_FEAR = 1351367891
const SS_AIR_FREEFALL = 3002758120
const SS_AIR_FURY = 1029930033
const SS_AIR_MONTH = 2648548617
const SS_AIR_PRESENCE = 3847924954
const SS_AIR_RPM = 822163944
const SS_AIR_SIZE = 3074696722
const SS_AIR_STORM = 3715662592
const SS_AIR_TIMEOFDAY = 3203397129
const SS_AIR_TURBULENCE = 4160247818
enum _enum {
DENSITY_FA_SSGRAIN = 2715217995,
IMMERSION_FA_SSGRAIN = 2481728872,
INSTRUMENT_FA_SSGRAIN = 2317409760,
PLAYBACK_RATE = 1524500807,
PROXIMITY_FA_SSGRAIN = 1791284502,
RPM = 796049864,
RPM_FA_SSGRAIN = 1656280998,
SIMULATION_FA_SSGRAIN = 2428833394,
SOIL_RTPC = 731927630,
SS_AIR_FEAR = 1351367891,
SS_AIR_FREEFALL = 3002758120,
SS_AIR_FURY = 1029930033,
SS_AIR_MONTH = 2648548617,
SS_AIR_PRESENCE = 3847924954,
SS_AIR_RPM = 822163944,
SS_AIR_SIZE = 3074696722,
SS_AIR_STORM = 3715662592,
SS_AIR_TIMEOFDAY = 3203397129,
SS_AIR_TURBULENCE = 4160247818
}
class BANKS:
const INIT = 1355168291
const ACT0 = 3504395757
enum _enum {
INIT = 1355168291,
ACT0 = 3504395757
}
class BUSSES:
const MASTER_AUDIO_BUS = 3803692087
const MOTION_FACTORY_BUS = 985987111
enum _enum {
MASTER_AUDIO_BUS = 3803692087,
MOTION_FACTORY_BUS = 985987111
}
class AUDIO_DEVICES:
const DEFAULT_MOTION_DEVICE = 4230635974
const NO_OUTPUT = 2317455096
const SYSTEM = 3859886410
enum _enum {
DEFAULT_MOTION_DEVICE = 4230635974,
NO_OUTPUT = 2317455096,
SYSTEM = 3859886410
}
class AUX_BUSSES:
enum _enum {}
Just curious if a project using Godot 3.5 would break, or whether it's stable and/or supported.
This is a weird one.
Everything wwise, godot, and C++ related are installed on my main C drive, so I really cant tell if this is an issue with the actual integration or if this is an issue just with my install?
On iOS, it would be useful to have the Playback
option for the Audio Session Category under Wwise iOS Advanced Settings: https://github.com/alessandrofama/wwise-godot-integration/blob/main/wwise-gdnative/gdnative-demo/wwise/wwise_settings.gd#L128-L129.
The AVAudioSessionCategoryPlayback
Audio Session Category will allow audio to play in silent mode without having to request audio input / microphone access (the only way to play audio in silent mode currently is to use the Play and Record
category).
Unsure if a godot "feature" or something that can be added to the plugin, but there is seemingly no way to stop the plugin from being paused when the game is paused.
The engine uses a pause mode to pause the game and nodes, scenes, scripts and singletons can be specified to not pause when this happens so you can keep other parts of the game running.
However, there seems to be no way to do this for the wwise plugin so when the game pauses, it stops responding to request. I can confirm this by pausing the game but having a script that is not paused in the game attempt to play an event.
The game is paused and unpaused using a function similar to this:
func pausegame()
get_tree().paused = not get_tree().paused
self.visible = get_tree().paused
And scripts can be set to not be paused like this, typically inside the _init or _ready functions:
self.set_pause_mode(2) # set the pause mode to process
set_process(true)
I can't seem to find a way to let the wwise plugin be used while the game is in a paused state. In my specific case, I'm trying to use a wwise state to duck a couple of my buses and set a LPF when the pause menu appears, nothing overly complex.
I've also asked about this over here in the godot Q&A forums, but any advice would be appreciated!
https://godotengine.org/qa/125819/pausing-games-also-pauses-plugins-cannot-pause-mode-plugins
The conversion from C++ Wwise_IDs.h
to GDScript wwise_ids.gd
creates some duplicate data as part of the class namespace and internal enum. The conversion was implemented this way to support selecting e.g. banks or events from custom Godot nodes in the editor.
This could be fixed or refactored to access the members of a class when GDScript supports better reflection mechanisms - at the moment it seems that accessing the members of a class by name or ID isn't supported.
Example:
class STATES:
class MUSICSTATE:
const GROUP = 1021618141
enum _enum {
GROUP = 1021618141
}
class STATE:
const CALM = 3753286132
const INTENSE = 4223512837
const NONE = 748895195
enum _enum {
CALM = 3753286132,
INTENSE = 4223512837,
NONE = 748895195
}
When the enemy is killed, I want to reduce the rtpc (to reduce the combat size), when I do that, it crashes
I set the RTPC when entering a specific level in my game. E.g. 100.
100
func _set_threat_of_level(level): # 100
var threat_level = level.get_threat_level()
print('Threat level ' + str(threat_level))
Wwise.set_rtpc_id(AK.GAME_PARAMETERS.RTPC_MUSIC_COMBAT, threat_level)
Same code as above gets executed.
func _set_threat_of_level(level): # 75
Error Output from the godot session terminal.
TEST - Threat level 100
handle_crash: Program crashed with signal 11
ERROR: notification: NativeScriptInstance detected crash on method: set_rtpc_id
At: modules/gdnative/nativescript/nativescript.cpp:738.
Dumping the backtrace. Please include this when reporting the bug on https://github.com/godotengine/godot/issues
[1] 1 libsystem_platform.dylib 0x00007fff708095fd _sigtramp + 29
[2] 2 ??? 0x00007f865ef42e70 0x0 + 140215095406192
[3] godot::Variant::Variant(godot::Variant const&)
[4] godot::Variant::Variant(godot::Variant const&)
[5] void godot::_WrappedMethod<godot::Wwise, bool, unsigned int, float, godot::Object const*>::apply<0, 1, 2>(godot::Variant*, godot::Wwise*, godot::Variant**, godot::__Sequence<0, 1, 2>)
[6] godot_variant godot::__wrapped_method<godot::Wwise, bool, unsigned int, float, godot::Object const*>(void*, void*, void*, int, godot_variant**)
[7] Object* ClassDB::creator<GDNative>()
[8] Object::get_instance_id() const
[9] Translation::get_locale() const
[10] Object* ClassDB::creator<VideoStreamGDNative>()
[11] Object* ClassDB::creator<VideoStreamGDNative>()
[12] Object::get_instance_id() const
[13] Translation::get_locale() const
[14] Object* ClassDB::creator<VideoStreamGDNative>()
[15] Object* ClassDB::creator<VideoStreamGDNative>()
[16] Object::get_instance_id() const
[17] Object::get_instance_id() const
[18] Object::get_instance_id() const
[19] Object* ClassDB::creator<GDNative>()
[20] Object::get_instance_id() const
[21] Translation::get_locale() const
[22] Object* ClassDB::creator<VideoStreamGDNative>()
[23] Object* ClassDB::creator<VideoStreamGDNative>()
[24] Object::get_instance_id() const
[25] Image::copy_internals_from(Ref<Image> const&)
[26] Image::copy_internals_from(Ref<Image> const&)
[27] Node::is_inside_tree() const
[28] DirAccess* DirAccess::_create_builtin<DirAccessOSX>()
[29] DefaultAllocator::alloc(unsigned long)
[30] DirAccess* DirAccess::_create_builtin<DirAccessOSX>()
[31] 31 libdyld.dylib 0x00007fff70610cc9 start + 1
[32] 32 ??? 0x000000000000000c 0x0 + 12
-- END OF BACKTRACE --
Mac specific failure:
Process: Godot [64133]
Path: /Applications/Godot.app/Contents/MacOS/Godot
Identifier: Godot
Version: 3.3.3 (3.3.3)
Code Type: X86-64 (Native)
Parent Process: Godot [12925]
User ID: 502
Date/Time: 2021-10-02 12:30:56.360 +0100
OS Version: Mac OS X 10.15.7 (19H1417)
Report Version: 12
Bridge OS Version: 5.5 (18P4759a)
Anonymous UUID: BC4150B2-5C4E-A830-7CDD-556C7ED13B84
Sleep/Wake UUID: 18276A7D-303B-418A-B865-CF34D82099D2
Time Awake Since Boot: 5600 seconds
System Integrity Protection: enabled
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Exception Type: EXC_BAD_ACCESS (SIGABRT)
Exception Codes: KERN_INVALID_ADDRESS at 0x000000046d90f585
Exception Note: EXC_CORPSE_NOTIFY
VM Regions Near 0x46d90f585:
VM_ALLOCATE 0000000164c04000-0000000164d14000 [ 1088K] rw-/rwx SM=PRV
-->
STACK GUARD 000070000e697000-000070000e698000 [ 4K] ---/rwx SM=NUL stack guard for thread 12
Application Specific Information:
abort() called
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 libsystem_kernel.dylib 0x00007fff7075833a __pthread_kill + 10
1 libsystem_pthread.dylib 0x00007fff70814e60 pthread_kill + 430
2 libsystem_c.dylib 0x00007fff706df808 abort + 120
3 org.godotengine.godot 0x000000010882c65c 0x10882a000 + 9820
4 libsystem_platform.dylib 0x00007fff708095fd _sigtramp + 29
5 ??? 0x00007f9ac65a5730 0 + 140302729500464
6 libWwiseGDNative.dylib 0x000000011e8e9574 godot::Variant::Variant(godot::Variant const&) + 20 (Variant.cpp:20)
7 libWwiseGDNative.dylib 0x000000011e8e9589 godot::Variant::Variant(godot::Variant const&) + 9 (Variant.cpp:20)
8 libWwiseGDNative.dylib 0x000000011e8da56f void godot::_WrappedMethod<godot::Wwise, bool, unsigned int, float, godot::Object const*>::apply<0, 1, 2>(godot::Variant*, godot::Wwise*, godot::Variant**, godot::__Sequence<0, 1, 2>) + 143
9 libWwiseGDNative.dylib 0x000000011e8da4c8 godot_variant godot::__wrapped_method<godot::Wwise, bool, unsigned int, float, godot::Object const*>(void*, void*, void*, int, godot_variant**) + 56 (Godot.hpp:281)
10 org.godotengine.godot 0x0000000108c376c1 0x10882a000 + 4249281
11 org.godotengine.godot 0x000000010b1c6f70 0x10882a000 + 43634544
12 org.godotengine.godot 0x000000010b28f3af 0x10882a000 + 44454831
13 org.godotengine.godot 0x0000000108ce54fa 0x10882a000 + 4961530
14 org.godotengine.godot 0x0000000108c783e9 0x10882a000 + 4514793
15 org.godotengine.godot 0x000000010b1c6f70 0x10882a000 + 43634544
16 org.godotengine.godot 0x000000010b28f3af 0x10882a000 + 44454831
17 org.godotengine.godot 0x0000000108ce54fa 0x10882a000 + 4961530
18 org.godotengine.godot 0x0000000108c783e9 0x10882a000 + 4514793
19 org.godotengine.godot 0x000000010b1c6f70 0x10882a000 + 43634544
20 org.godotengine.godot 0x000000010b1c933c 0x10882a000 + 43643708
21 org.godotengine.godot 0x000000010b1c8bef 0x10882a000 + 43641839
22 org.godotengine.godot 0x0000000108c3fbae 0x10882a000 + 4283310
23 org.godotengine.godot 0x000000010b1c7045 0x10882a000 + 43634757
24 org.godotengine.godot 0x000000010b28f3af 0x10882a000 + 44454831
25 org.godotengine.godot 0x0000000108ce54fa 0x10882a000 + 4961530
26 org.godotengine.godot 0x0000000108c783e9 0x10882a000 + 4514793
27 org.godotengine.godot 0x000000010b1c6f70 0x10882a000 + 43634544
28 org.godotengine.godot 0x000000010b1ba0da 0x10882a000 + 43581658
29 org.godotengine.godot 0x000000010b1ba3d2 0x10882a000 + 43582418
30 org.godotengine.godot 0x000000010a16e09a 0x10882a000 + 26493082
31 org.godotengine.godot 0x000000010886d49f 0x10882a000 + 275615
32 org.godotengine.godot 0x000000010883ac89 0x10882a000 + 68745
33 org.godotengine.godot 0x0000000108841361 0x10882a000 + 95073
34 libdyld.dylib 0x00007fff70610cc9 start + 1
Thread 1:
0 libsystem_kernel.dylib 0x00007fff70754882 __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x00007fff70815425 _pthread_cond_wait + 698
2 libc++.1.dylib 0x00007fff6d8e1592 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18
3 org.godotengine.godot 0x000000010b3f10ab _IP_ResolverPrivate::_thread_function(void*) + 139
4 org.godotengine.godot 0x000000010b36731f 0x10882a000 + 45339423
5 org.godotengine.godot 0x000000010b367857 0x10882a000 + 45340759
6 libsystem_pthread.dylib 0x00007fff70815109 _pthread_start + 148
7 libsystem_pthread.dylib 0x00007fff70810b8b thread_start + 15
Thread 2:
0 libsystem_kernel.dylib 0x00007fff70754882 __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x00007fff70815425 _pthread_cond_wait + 698
2 libc++.1.dylib 0x00007fff6d8e1592 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18
3 org.godotengine.godot 0x000000010af9c21b 0x10882a000 + 41361947
4 org.godotengine.godot 0x000000010b36731f 0x10882a000 + 45339423
5 org.godotengine.godot 0x000000010b367857 0x10882a000 + 45340759
6 libsystem_pthread.dylib 0x00007fff70815109 _pthread_start + 148
7 libsystem_pthread.dylib 0x00007fff70810b8b thread_start + 15
Thread 3:: AMCP Logging Spool
0 libsystem_kernel.dylib 0x00007fff70751e36 semaphore_wait_trap + 10
1 com.apple.audio.caulk 0x00007fff6a1e2b16 caulk::mach::semaphore::wait() + 16
2 com.apple.audio.caulk 0x00007fff6a1e29b2 caulk::semaphore::timed_wait(double) + 106
3 com.apple.audio.caulk 0x00007fff6a1e27c4 caulk::concurrent::details::worker_thread::run() + 30
4 com.apple.audio.caulk 0x00007fff6a1e21e4 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 45
5 libsystem_pthread.dylib 0x00007fff70815109 _pthread_start + 148
6 libsystem_pthread.dylib 0x00007fff70810b8b thread_start + 15
Thread 4:
0 libsystem_kernel.dylib 0x00007fff70751e36 semaphore_wait_trap + 10
1 com.apple.audio.caulk 0x00007fff6a1e2b16 caulk::mach::semaphore::wait() + 16
2 com.apple.audio.caulk 0x00007fff6a1e29b2 caulk::semaphore::timed_wait(double) + 106
3 com.apple.audio.caulk 0x00007fff6a1e27c4 caulk::concurrent::details::worker_thread::run() + 30
4 com.apple.audio.caulk 0x00007fff6a1e21e4 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 45
5 libsystem_pthread.dylib 0x00007fff70815109 _pthread_start + 148
6 libsystem_pthread.dylib 0x00007fff70810b8b thread_start + 15
Thread 5:: com.apple.audio.IOThread.client
0 libsystem_kernel.dylib 0x00007fff70751dfa mach_msg_trap + 10
1 libsystem_kernel.dylib 0x00007fff70752170 mach_msg + 60
2 com.apple.audio.CoreAudio 0x00007fff35dc5bf1 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111
3 com.apple.audio.CoreAudio 0x00007fff35cc1d88 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 2677
4 com.apple.audio.CoreAudio 0x00007fff35df5b9e HALB_IOThread::Entry(void*) + 72
5 libsystem_pthread.dylib 0x00007fff70815109 _pthread_start + 148
6 libsystem_pthread.dylib 0x00007fff70810b8b thread_start + 15
Thread 6:: com.apple.NSEventThread
0 libsystem_kernel.dylib 0x00007fff70751dfa mach_msg_trap + 10
1 libsystem_kernel.dylib 0x00007fff70752170 mach_msg + 60
2 com.apple.CoreFoundation 0x00007fff366e4785 __CFRunLoopServiceMachPort + 247
3 com.apple.CoreFoundation 0x00007fff366e3252 __CFRunLoopRun + 1319
4 com.apple.CoreFoundation 0x00007fff366e26ce CFRunLoopRunSpecific + 462
5 com.apple.AppKit 0x00007fff33af8ea4 _NSEventThread + 132
6 libsystem_pthread.dylib 0x00007fff70815109 _pthread_start + 148
7 libsystem_pthread.dylib 0x00007fff70810b8b thread_start + 15
Thread 7:
0 libsystem_kernel.dylib 0x00007fff70754882 __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x00007fff70815425 _pthread_cond_wait + 698
2 libWwiseGDNative.dylib 0x000000011ec2e1e7 AK::StreamMgr::CAkIOThread::IOSchedThread(void*) + 119 (AkIOThread.cpp:216)
3 libsystem_pthread.dylib 0x00007fff70815109 _pthread_start + 148
4 libsystem_pthread.dylib 0x00007fff70810b8b thread_start + 15
Thread 8:
0 libsystem_kernel.dylib 0x00007fff70751e36 semaphore_wait_trap + 10
1 libWwiseGDNative.dylib 0x000000011ea95bb7 AKPLATFORM::AkWaitForEvent(unsigned int&) + 23 (AkPlatformFuncs.h:103)
2 libWwiseGDNative.dylib 0x000000011eb026f3 AkMonitor::MonitorThreadFunc(void*) + 67 (AkMonitor.cpp:1266)
3 libsystem_pthread.dylib 0x00007fff70815109 _pthread_start + 148
4 libsystem_pthread.dylib 0x00007fff70810b8b thread_start + 15
Thread 9:
0 libsystem_kernel.dylib 0x00007fff70751e36 semaphore_wait_trap + 10
1 libWwiseGDNative.dylib 0x000000011ea95bb7 AKPLATFORM::AkWaitForEvent(unsigned int&) + 23 (AkPlatformFuncs.h:103)
2 libWwiseGDNative.dylib 0x000000011ebb7082 CAkThreadedBankMgr::BankThreadFunc(void*) + 50 (AkThreadedBankMgr.cpp:130)
3 libsystem_pthread.dylib 0x00007fff70815109 _pthread_start + 148
4 libsystem_pthread.dylib 0x00007fff70810b8b thread_start + 15
Thread 10:
0 libsystem_kernel.dylib 0x00007fff70751e36 semaphore_wait_trap + 10
1 libWwiseGDNative.dylib 0x000000011ea95bb7 AKPLATFORM::AkWaitForEvent(unsigned int&) + 23 (AkPlatformFuncs.h:103)
2 libWwiseGDNative.dylib 0x000000011eb0f999 CAkOutputMgr::SuspendedThread(void*) + 57 (AkOutputMgr.cpp:1481)
3 libsystem_pthread.dylib 0x00007fff70815109 _pthread_start + 148
4 libsystem_pthread.dylib 0x00007fff70810b8b thread_start + 15
Thread 11:
0 libsystem_kernel.dylib 0x00007fff70751e36 semaphore_wait_trap + 10
1 libWwiseGDNative.dylib 0x000000011ea95bb7 AKPLATFORM::AkWaitForEvent(unsigned int&) + 23 (AkPlatformFuncs.h:103)
2 libWwiseGDNative.dylib 0x000000011ebc6954 CAkAudioThread::EventMgrThreadFunc(void*) + 116 (AkAudioThread.cpp:69)
3 libsystem_pthread.dylib 0x00007fff70815109 _pthread_start + 148
4 libsystem_pthread.dylib 0x00007fff70810b8b thread_start + 15
Thread 12:
0 libsystem_pthread.dylib 0x00007fff70810b68 start_wqthread + 0
Thread 13:
0 libsystem_pthread.dylib 0x00007fff70810b68 start_wqthread + 0
Thread 0 crashed with X86 Thread State (64-bit):
rax: 0x0000000000000000 rbx: 0x0000000110c11dc0 rcx: 0x00007ffee73d11a8 rdx: 0x0000000000000000
rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007ffee73d11d0 rsp: 0x00007ffee73d11a8
r8: 0x00000000000130a8 r9: 0x0000000000000000 r10: 0x0000000110c11dc0 r11: 0x0000000000000246
r12: 0x0000000000000307 r13: 0x00007ffee73d1a40 r14: 0x0000000000000006 r15: 0x0000000000000016
rip: 0x00007fff7075833a rfl: 0x0000000000000246 cr2: 0x00007fff8e6f7bdc
Logical CPU: 0
Error Code: 0x02000148
Trap Number: 133
Binary Images:
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0x1188b8000 - 0x1188bcfff com.apple.audio.AppleGFXHDAHALPlugIn (100.1.429 - 100.1.429) <D2258EAB-EE08-3139-9EE4-1BC674E46582> /System/Library/Extensions/AppleGFXHDA.kext/Contents/PlugIns/AppleGFXHDAHALPlugIn.bundle/Contents/MacOS/AppleGFXHDAHALPlugIn
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0x1197c9000 - 0x11980bff7 com.apple.cmio.DAL.VDC-4 (810.0 - 248.40.1) <A9C6453A-78AD-3411-8FF0-6DF50B2D842A> /System/Library/Frameworks/CoreMediaIO.framework/Resources/VDC.plugin/Contents/MacOS/VDC
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0x7fff334be000 - 0x7fff334d0fef libSparseBLAS.dylib (1303.60.1) <B147FEF6-A0DB-3830-BF06-45BEC58DB576> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libSparseBLAS.dylib
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0x7fff386bb000 - 0x7fff38748ffc com.apple.framework.CoreWLAN (13.0 - 1601.2) <6223BFD5-D451-3DE9-90F6-F609AC0B0027> /System/Library/Frameworks/CoreWLAN.framework/Versions/A/CoreWLAN
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0x7fff6f518000 - 0x7fff6f526ff9 libperfcheck.dylib (37.100.2) <9D9C4879-8A80-34C4-B0D2-BE341FD6D321> /usr/lib/libperfcheck.dylib
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Is there a way to continue Wwise playback during focus loss? This is a pretty important feature for an app that we're looking to develop with Godot.
Generated soundbanks were created but Godot does not recognize any files within the folder. Init file is also not visible within godot.
AkBank -Bank- input is empty.
-----I'm an idiot------
*Forgot to convert Wwise ID's.
After i followed the instructions on all the youtube vidéos you've made i got this error in the console :
res://addons/waapi_picker/waapi_picker.gd:405 - Invalid type in function 'distance_to' in base 'Vector2'. Cannot convert argument 1 from Vector3 to Vector2.
And when I try to create any "ak" the windows looks like this
Im on windows btw,
Thx !
Was just curious if we needed to keep all the .wav files within the Godot projects filesystem or if Wwise imports these when generating soundbanks
A simple question, I have been working for a long time on a game on godot 4 and I would like to use wwise in this project, so I was wondering if you were going to upgrade to 4.0?
Attempting to deliver an iOS archive to the App Store will fail with the following error, thrown on upload via Xcode or Transporter.
ERROR ITMS-90208: "Invalid Bundle. The bundle APP_NAME.app/Frameworks/libWwiseGDNative.framework does not support the minimum OS Version specified in the Info.plist."
I am using the latest 1.5.0
release.
The default MinimumOSVersion
value specified in libWwiseGDNative.framework/Info.plist
is 10.0
, however changing this to different values (tested: 9.0
, 10.0
, 11.0
, 15.0
) makes no difference. My project generally requires a deployment target of 11.0
due to another framework dependency, but i did remove that one to test purely the impact of the Wwise framework. Both the Project-scope and target-scope deployment target values of the project matched the libWwiseGDNative.framework
value on each test.
Most topics i can find regarding this error relate to Flutter apps, with the solution being to increase the MinimumOSVersion
in the framework Info.plist
. But that seems to not do the trick here.
Any ideas what could be done to resolve this? I am intending to integrate Wwise into an existing production app, and currently this issue is preventing me from doing so. Help would be greatly appreciated. Thank you. :)
My understanding is that background audio should work on iOS with the following setup:
Suspend At Focus Loss
to OFFAudio Session Category
to Playback
I saw a recent issue regarding background audio, and it seems like the above configuration should work. However, whenever I go to the phone's home screen or another app, the audio pauses, and it resumes when I return to the app.
Am I missing anything?
Configuration
Godot 3.4 stable
Wwise 1.4.0_Wwise2021.1.4.7707
Latest plugin build with Apple Silicon support https://github.com/alessandrofama/wwise-godot-integration/suites/4965742416/artifacts/144592744
Symptoms
Attachments
Crash report
Things I have tried
Other things to note
Hi there, I'm trying out the Wwise integration for Godot. I followed the instructions, used the integration app on my Godot project, and I haven't managed to get it to work.
With my Godot project open in the Godot editor, I ran the integration app, reloaded the godot.project file once prompted to do so, and went to the project settings to enable the plugins. When ticking the boxes, I got an error telling me the files could not be opened. Upon inspection, the files in the "wwise" folder were throwing the following error:
The identifier "Wwise" isn't declared in the current scope
I tried doing this a few times and it did not change anything.
I closed my Godot project and ran the integration app once more. When I tried reopening my Godot project, I got the following error:
The following project settings file does not specify the version of Godot through which it was created.
[...]
If you proceed with opening it, it will be converted to Godot's current configuration file format.
[...]
I clicked "ok" after this message and the project did not load. It tried to launch then fell back to the Godot project list.
I'm posting this issue because it might be very frustrating for people who do not use Git or who do not have a backup of their project.
Godot version: 3.3 MONO
System version: MacOS 10.15.4
Hey! I understand how to update rtpc, but not sure how to use Aux busses? Is there anything on the Wwise
object that allows me to tweak the values?
class BUSSES:
const AMBIENCE = 85412153
const AUX_AMBIENT = 1167680336
const AUX_SCATTERS = 3457655549
const MASTER_AUDIO_BUS = 3803692087
const MOTION_FACTORY_BUS = 985987111
const MUSIC = 3991942870
const PM = 1635194320
const SFX = 393239870
const UI = 1551306167
enum _enum {
AMBIENCE = 85412153,
AUX_AMBIENT = 1167680336,
AUX_SCATTERS = 3457655549,
MASTER_AUDIO_BUS = 3803692087,
MOTION_FACTORY_BUS = 985987111,
MUSIC = 3991942870,
PM = 1635194320,
SFX = 393239870,
UI = 1551306167
}
class AUX_BUSSES:
const AUX_VERB = 1952219607
enum _enum {
AUX_VERB = 1952219607
}
My soundbank won't load properly.
If i'm understanding this correctly when I generate my soundbanks I have to restart Godot and regen wwise ids with the waapi clicker. I did all this and I'm still stuck with AK_Fail ID error and the AK_Event identifier error.
edit: I tried all this on 2 projects, my current work and an empty one.
Hello! Really glad to see projects growing around Godot's ecosystem.
I'm looking for audio engine to use with Godot and I have a question:
Readme tells "Wwise version 2019.2.1.7250 is supported" is this strictly locks to this version of wwise or it's tested only version? If it locks, what is needed to push it to wwise latest version or do you plan to push it?
Thanks!
The current implementation in waapi_picker.gd
doesn't support nested work units. Only parent work units are shown in the picker at the moment.
A fix will require refactoring of the script and further testing with complex Wwise authoring projects.
Creating a new issue regarding #18 since this affects both the AkBank and AkEvent nodes.
Right now this is an issue with Godot as it was confirmed here: godotengine/godot#23103
The most painless workaround for now is to simply restart the editor. Will update this issue if things change.
Hey, thanks for your work on this integration!
I was wondering if this integration also works for HTML5 and/or if you are planning on adding support?
With 4.0 some nodes will be renamed to make the distinction of 3D and 2D clear. Transform will be renamed to Transform3D for example. Should we also rename the custom nodes? This is not a priority, but good to keep in mind for 4.0.
Related issue: godotengine/godot#30736
Currently we are copying an override.cfg file when installing the integration to automatically activate the plugins (gdns) and addons. The problem with this naive approach is that other user enabled addons are disabled when restarting a project for example. This is something that needs to be addressed as it can break people's projects. This problem wasn't noticed before because I've tested the integration on a clean project.
Steps to reproduce on Windows 10:
The problem seems to happen when calling the Waapi.connect_client function, in particular when calling client.Connect
in the GDNative side.
Building the Waapi GDNative wrapper in debug configuration, copying the DLL and the pdb file to the Godot project and attaching Visual Studio to the Godot editor before the crash happens it shows an assert related to the Visual Studio runtime (debug_heap.cpp Expression: __acrt_first_block == header).
Same assert as mentioned in https://stackoverflow.com/questions/35310117/debug-assertion-failed-expression-acrt-first-block-header
When adding the res://addons/wwise/bin/waapi-gdnative.gdns
as an auto-load script (automatically added while following the getting started guide), Godot produces an error that the script could not be loaded because it does not inherit a Node.
Godot Version: 3.4 Stable
After integrating with wwise, when I create a new DynamicFontData and then create a DynamicFontData, I can't click the new DynamicFontData in order to edit it. Wondering if this might have something to do with the way wwise applies custom nodes / resources to the project. Help would be appreciated, thanks!
I would love to take a look at a example of a wwise project and a matching Godot project.
PS: Or is there one and I couldn't find it...
Got a bug report per mail, student was unable to load custom nodes due to this setting:
res://wwise/editor/ak_event_gizmo.gd:24 - Parse Error: The local variable 'spatial' is declared but never used in the block. If this is intended, prefix it with an underscore: '_spatial' (warning treated as error)
That line can safely be deleted. Logging this here in case somebody gets the same problem. Fixing this shortly.
This crashes the Godot game (not the tool) with no errors in the debugger.
To reproduce, I have an AkEvent
with
stop_on=2 # Tree Exit
stop_fade_time=5000 # 5 seconds
use_callback=true
callback_flag=256 # Music Sync Beat
.
I dug into the code and found when ak_event.gd
enters the tree, var cookie
will get the reference to callback_emitter
of the current AkEvent
.
Calling post_event()
then calls playing_id = Wwise.post_event_id_callback(event.get("Id"), callback_flag, self, cookie)
and we have music that triggers the MUSIC_SYNC_BEAT
callback every couple seconds.
If I then call get_tree().change_scene("...")
from a scene with this setup, and a beat comes in when the old scene is gone and the music is still fading out, it crashes. I suspect the callback still triggers in Wwise, and attempts to make a function call on cookie
, that doesn't exist anymore in Godot.
Hope that is helpful. Let me know if there is any more information I can provide. Our current workaround is to set the stop_fade_time=0
, but this is not ideal.
ERROR: Cannot load source code from file 'res://wwise/GeneratedSoundBanks/wwise_ids.gd'.
At: modules/gdscript/gdscript.cpp:2239
ERROR: Failed loading resource: res://wwise/GeneratedSoundBanks/wwise_ids.gd. Make sure resources have been imported by opening the project in the editor at least once.
At: core/io/resource_loader.cpp:278
I saw you released 2021 version, so thought I'd try and build from scratch to get the convolution plugin in. Any instructions I can follow to get it building?
On latest main branch:
cd godot-cpp
scons target=debug platform=osx wwise_sdk=/Applications/Audiokinetic/Wwise\ 2021.1.5.7749/SDK plugins=convolution target_path=bin/
OUTPUT:
scons: Reading SConscript files ...
scons: done reading SConscript files.
scons: Building targets ...
ar rc bin/libgodot-cpp.osx.debug.64.a src/core/Basis.o src/core/PoolArrays.o src/core/Vector3.o src/core/CameraMatrix.o src/core/RID.o src/core/GodotGlobal.o src/core/Vector2.o src/core/Quat.o src/core/AABB.o src/core/String.o src/core/Color.o src/core/Rect2.o src/core/Array.o src/core/Transform.o src/core/Transform2D.o src/core/Variant.o src/core/NodePath.o src/core/Plane.o src/core/Dictionary.o src/core/TagDB.o src/gen/X509Certificate.o src/gen/BakedLightmapData.o src/gen/SpatialGizmo.o src/gen/AnimationNodeBlendSpace1D.o src/gen/AnimationNodeAdd3.o src/gen/ResourceLoader.o src/gen/PrismMesh.o src/gen/AnimationNodeBlendTree.o src/gen/DirectionalLight.o src/gen/StyleBoxEmpty.o src/gen/LineEdit.o src/gen/WebSocketPeer.o src/gen/Skeleton.o src/gen/PathFollow2D.o src/gen/ResourceSaver.o src/gen/VisualScriptReturn.o src/gen/HingeJoint.o src/gen/Curve3D.o src/gen/ImmediateGeometry.o src/gen/TextureLayered.o src/gen/PluginScript.o src/gen/VisualShaderNodeVectorScalarSmoothStep.o src/gen/VisualShaderNodeVectorDecompose.o src/gen/JSONRPC.o src/gen/StaticBody.o src/gen/PolygonPathFinder.o src/gen/SplitContainer.o src/gen/PackedDataContainerRef.o src/gen/AnimationNodeAdd2.o src/gen/ARVROrigin.o src/gen/TriangleMesh.o src/gen/PhysicsDirectSpaceState.o src/gen/VisualScriptInputAction.o src/gen/VisualScriptExpression.o src/gen/VisualShaderNodeVectorCompose.o src/gen/EditorImportPlugin.o src/gen/CharFXTransform.o src/gen/ColorPickerButton.o src/gen/LineShape2D.o src/gen/ParallaxBackground.o src/gen/VisualShaderNodeScalarInterp.o src/gen/MultiplayerPeerGDNative.o src/gen/CheckBox.o src/gen/HSplitContainer.o src/gen/CPUParticles.o src/gen/LightOccluder2D.o src/gen/Mutex.o src/gen/DynamicFontData.o src/gen/AudioEffectRecord.o src/gen/AudioStreamPlayer.o src/gen/GraphEdit.o src/gen/UPNPDevice.o src/gen/Range.o src/gen/ConcavePolygonShape.o src/gen/VisualShaderNodeVec3Uniform.o src/gen/Performance.o src/gen/ARVRInterface.o src/gen/VisualShaderNodeTransformDecompose.o src/gen/Thread.o src/gen/Physics2DTestMotionResult.o src/gen/Navigation2D.o src/gen/VisualScriptPropertyGet.o src/gen/Physics2DDirectBodyStateSW.o src/gen/VisualShaderNodeVectorClamp.o src/gen/AnimationNodeTimeSeek.o src/gen/PHashTranslation.o src/gen/PathFollow.o src/gen/ColorPicker.o src/gen/VisualScriptIterator.o src/gen/VehicleWheel.o src/gen/Generic6DOFJoint.o src/gen/TileSet.o src/gen/AudioEffectEQ21.o src/gen/Geometry.o src/gen/AspectRatioContainer.o src/gen/Tween.o src/gen/VisualShaderNodeScalarClamp.o src/gen/EditorProperty.o src/gen/Mesh.o src/gen/BoneAttachment.o src/gen/AudioEffectPitchShift.o src/gen/TextureRect.o src/gen/SpriteFrames.o src/gen/OS.o src/gen/AudioEffectDelay.o src/gen/PrimitiveMesh.o src/gen/AudioStreamPlaybackResampled.o src/gen/VSplitContainer.o src/gen/Joint.o src/gen/Input.o src/gen/EditorFileSystem.o src/gen/AudioEffectInstance.o src/gen/VisualShaderNodeTransformConstant.o src/gen/TextureArray.o src/gen/ConvexPolygonShape.o src/gen/BitmapFont.o src/gen/AStar2D.o src/gen/ShaderMaterial.o src/gen/DTLSServer.o src/gen/VisualShaderNodeCompare.o src/gen/AudioEffectBandPassFilter.o src/gen/VisualShaderNodeVectorLen.o src/gen/PackedScene.o src/gen/Button.o src/gen/EditorVCSInterface.o src/gen/Spatial.o src/gen/Image.o src/gen/CameraFeed.o src/gen/ClippedCamera.o src/gen/Environment.o src/gen/AnimationTreePlayer.o src/gen/KinematicCollision.o src/gen/GDNative.o src/gen/WeakRef.o src/gen/ViewportContainer.o src/gen/Sprite3D.o src/gen/AnimationNodeTransition.o src/gen/VisualScriptCondition.o src/gen/RegExMatch.o src/gen/Navigation.o src/gen/SpatialVelocityTracker.o src/gen/TabContainer.o src/gen/SpotLight.o src/gen/AudioEffectLowPassFilter.o src/gen/Curve.o src/gen/SkinReference.o src/gen/VideoStreamWebm.o src/gen/CameraTexture.o src/gen/CylinderShape.o src/gen/ScriptEditor.o src/gen/VisualShaderNodeScalarDerivativeFunc.o src/gen/PacketPeerDTLS.o src/gen/VideoStreamGDNative.o src/gen/VisualScriptComposeArray.o src/gen/SpringArm.o src/gen/BoxContainer.o src/gen/VisualScriptYield.o src/gen/BakedLightmap.o src/gen/PackedDataContainer.o src/gen/BitMap.o src/gen/ScrollBar.o src/gen/AudioEffectSpectrumAnalyzerInstance.o src/gen/DampedSpringJoint2D.o src/gen/VisualShaderNodeUniformRef.o src/gen/Resource.o src/gen/VisualScriptFunctionCall.o src/gen/Curve2D.o src/gen/Joint2D.o src/gen/VisualShaderNodeUniform.o src/gen/VisualShaderNodeScalarUniform.o src/gen/EditorFileSystemDirectory.o src/gen/EditorPlugin.o src/gen/Camera.o src/gen/Separator.o src/gen/CSGCylinder.o src/gen/GeometryInstance.o src/gen/SegmentShape2D.o src/gen/AudioServer.o src/gen/ProceduralSky.o src/gen/InputEventJoypadMotion.o src/gen/SceneTreeTimer.o src/gen/HashingContext.o src/gen/CSGPrimitive.o src/gen/ARVRController.o src/gen/VisualScriptResourcePath.o src/gen/NoiseTexture.o src/gen/ReferenceRect.o src/gen/CollisionShape2D.o src/gen/ResourceInteractiveLoader.o src/gen/VScrollBar.o src/gen/TouchScreenButton.o src/gen/MobileVRInterface.o src/gen/CurveTexture.o src/gen/DynamicFont.o src/gen/LargeTexture.o src/gen/AudioStreamPlayback.o src/gen/CSGSphere.o src/gen/VisualShaderNodeScalarSwitch.o src/gen/SpatialMaterial.o src/gen/AudioEffectBandLimitFilter.o src/gen/GIProbeData.o src/gen/ARVRInterfaceGDNative.o src/gen/ArrayMesh.o src/gen/CapsuleMesh.o src/gen/Script.o src/gen/EditorResourcePreviewGenerator.o src/gen/RigidBody2D.o src/gen/MeshLibrary.o src/gen/InputMap.o src/gen/EditorExportPlugin.o src/gen/VisualShaderNodeVectorInterp.o src/gen/ScrollContainer.o src/gen/AudioEffect.o src/gen/PhysicsShapeQueryParameters.o src/gen/SkeletonIK.o src/gen/ItemList.o src/gen/OpenSimplexNoise.o src/gen/VideoPlayer.o src/gen/VSeparator.o src/gen/VisibilityEnabler.o src/gen/VisualShaderNodeDotProduct.o src/gen/RigidBody.o src/gen/IP_Unix.o src/gen/InputEventScreenTouch.o src/gen/AnimationNodeStateMachinePlayback.o src/gen/YSort.o src/gen/EditorNavigationMeshGenerator.o src/gen/AnimationNodeBlend3.o src/gen/ScriptCreateDialog.o src/gen/VisualShaderNodeTransformFunc.o src/gen/Sprite.o src/gen/ARVRServer.o src/gen/TranslationServer.o src/gen/MeshInstance.o src/gen/TextFile.o src/gen/Object.o src/gen/Popup.o src/gen/AudioStreamRandomPitch.o src/gen/JavaClassWrapper.o src/gen/Timer.o src/gen/EditorResourceConversionPlugin.o src/gen/MainLoop.o src/gen/PCKPacker.o src/gen/PlaneMesh.o src/gen/Node.o src/gen/GraphNode.o src/gen/CubeMap.o src/gen/NetworkedMultiplayerENet.o src/gen/AudioEffectEQ6.o src/gen/VisualShaderNodeBooleanConstant.o src/gen/ColorRect.o src/gen/VisualShaderNodeTransformMult.o src/gen/VisualShaderNodeCubeMap.o src/gen/VisualScriptEditor.o src/gen/Light.o src/gen/VisualShaderNodeScalarConstant.o src/gen/CollisionShape.o src/gen/AudioStreamSample.o src/gen/__init_method_bindings.o src/gen/PacketPeerGDNative.o src/gen/CollisionPolygon.o src/gen/StyleBox.o src/gen/IP.o src/gen/Font.o src/gen/EditorSpatialGizmo.o src/gen/AudioEffectLowShelfFilter.o src/gen/AnimationNodeBlend2.o src/gen/CameraServer.o src/gen/Physics2DServerSW.o src/gen/Texture.o src/gen/WebRTCPeerConnectionGDNative.o src/gen/UndoRedo.o src/gen/InputEventJoypadButton.o src/gen/PinJoint.o src/gen/MultiMeshInstance.o src/gen/InstancePlaceholder.o src/gen/VisualScriptCustomNode.o src/gen/VisualScriptOperator.o src/gen/CylinderMesh.o src/gen/GlobalConstants.o src/gen/VisualScriptVariableSet.o src/gen/EditorResourcePreview.o src/gen/AudioStream.o src/gen/VisualScriptBasicTypeConstant.o src/gen/BackBufferCopy.o src/gen/EditorFeatureProfile.o src/gen/NetworkedMultiplayerPeer.o src/gen/Skin.o src/gen/WebXRInterface.o src/gen/TreeItem.o src/gen/WebSocketServer.o src/gen/AtlasTexture.o src/gen/UDPServer.o src/gen/AudioStreamGenerator.o src/gen/OmniLight.o src/gen/AudioStreamOGGVorbis.o src/gen/VisualShaderNodeCubeMapUniform.o src/gen/ToolButton.o src/gen/__register_types.o src/gen/VisualServer.o src/gen/ExternalTexture.o src/gen/VisualShaderNodeExpression.o src/gen/VisualScriptIndexSet.o src/gen/VisualShaderNodeTransformUniform.o src/gen/RichTextEffect.o src/gen/VisualShaderNodeTexture.o src/gen/VisualScriptLocalVar.o src/gen/AudioEffectPanner.o src/gen/VisualScriptSelf.o src/gen/AnimatedSprite.o src/gen/VisualShaderNodeFaceForward.o src/gen/ResourceImporter.o src/gen/PacketPeerStream.o src/gen/ParticlesMaterial.o src/gen/SoftBody.o src/gen/VisualScriptConstructor.o src/gen/Directory.o src/gen/PlaneShape.o src/gen/ParallaxLayer.o src/gen/VisualShaderNodeFresnel.o src/gen/BulletPhysicsServer.o src/gen/HSeparator.o src/gen/Tree.o src/gen/VisualShaderNodeCustom.o src/gen/HBoxContainer.o src/gen/AnimationNodeStateMachineTransition.o src/gen/AnimatedTexture.o src/gen/SpinBox.o src/gen/PhysicalBone.o src/gen/WorldEnvironment.o src/gen/AudioEffectReverb.o src/gen/AnimationNodeOneShot.o src/gen/Shader.o src/gen/VisualShaderNodeTextureUniform.o src/gen/FileDialog.o src/gen/PhysicsShapeQueryResult.o src/gen/InputEventScreenDrag.o src/gen/MultiMeshInstance2D.o src/gen/VisualScriptSubCall.o src/gen/HScrollBar.o src/gen/GridMap.o src/gen/RemoteTransform2D.o src/gen/InputEventMouse.o src/gen/VisualScriptYieldSignal.o src/gen/AudioEffectChorus.o src/gen/InputEventMIDI.o src/gen/PopupPanel.o src/gen/EditorSpinSlider.o src/gen/Panel.o src/gen/SphereMesh.o src/gen/AnimationNodeTimeScale.o src/gen/StyleBoxLine.o src/gen/CollisionObject2D.o src/gen/Sky.o src/gen/RichTextLabel.o src/gen/VisualScriptSwitch.o src/gen/VisualShaderNodeIs.o src/gen/PopupDialog.o src/gen/ProgressBar.o src/gen/VisualShaderNodeBooleanUniform.o src/gen/EditorInspector.o src/gen/CanvasItem.o src/gen/NavigationPolygon.o src/gen/AudioEffectNotchFilter.o src/gen/PointMesh.o src/gen/VisualShaderNodeColorOp.o src/gen/AudioEffectCapture.o src/gen/GDScriptFunctionState.o src/gen/InputEventKey.o src/gen/AudioEffectSpectrumAnalyzer.o src/gen/VisualScriptEngineSingleton.o src/gen/Theme.o src/gen/WebRTCDataChannelGDNative.o src/gen/VisualShaderNodeVectorDistance.o src/gen/Particles2D.o src/gen/VisualScriptClassConstant.o src/gen/VideoStreamTheora.o src/gen/AudioStreamMP3.o src/gen/JSONParseResult.o src/gen/VisualShaderNodeVectorOp.o src/gen/PanelContainer.o src/gen/ProximityGroup.o src/gen/StyleBoxFlat.o src/gen/SceneState.o src/gen/AcceptDialog.o src/gen/VisualShaderNode.o src/gen/Animation.o src/gen/ResourceFormatLoader.o src/gen/Line2D.o src/gen/KinematicBody.o src/gen/InputEventMouseMotion.o src/gen/HSlider.o src/gen/CryptoKey.o src/gen/ARVRCamera.o src/gen/CSGCombiner.o src/gen/UPNP.o src/gen/PhysicsBody.o src/gen/CanvasModulate.o src/gen/VisualInstance.o src/gen/Label.o src/gen/VisualScriptSceneTree.o src/gen/VisualShaderNodeTextureUniformTriplanar.o src/gen/Physics2DShapeQueryResult.o src/gen/Control.o src/gen/AnimationTree.o src/gen/RemoteTransform.o src/gen/File.o src/gen/Area2D.o src/gen/SphereShape.o src/gen/EditorSpatialGizmoPlugin.o src/gen/VisualShaderNodeVectorSmoothStep.o src/gen/CubeMesh.o src/gen/OptionButton.o src/gen/ClassDB.o src/gen/NativeScript.o src/gen/InputEvent.o src/gen/CircleShape2D.o src/gen/ViewportTexture.o src/gen/VisualShaderNodeVectorRefract.o src/gen/KinematicCollision2D.o src/gen/AnimationNodeStateMachine.o src/gen/AudioEffectEQ.o src/gen/CenterContainer.o src/gen/AudioEffectCompressor.o src/gen/VisualShaderNodeIf.o src/gen/AnimatedSprite3D.o src/gen/VSlider.o src/gen/JNISingleton.o src/gen/GrooveJoint2D.o src/gen/VisualScriptMathConstant.o src/gen/Light2D.o src/gen/VehicleBody.o src/gen/VisualShaderNodeGlobalExpression.o src/gen/Shape.o src/gen/EditorSceneImporter.o src/gen/VisibilityEnabler2D.o src/gen/ResourceFormatSaver.o src/gen/QuadMesh.o src/gen/VisualScriptFunctionState.o src/gen/RayCast.o src/gen/EditorInterface.o src/gen/MeshTexture.o src/gen/Skeleton2D.o src/gen/Listener.o src/gen/CollisionObject.o src/gen/VisualScriptEmitSignal.o src/gen/InputEventWithModifiers.o src/gen/EditorScenePostImport.o src/gen/VisualShaderNodeColorConstant.o src/gen/MeshDataTool.o src/gen/VisualScriptPropertySet.o src/gen/EditorSettings.o src/gen/Shape2D.o src/gen/NavigationMesh.o src/gen/WebRTCDataChannel.o src/gen/VisualShaderNodeTransformCompose.o src/gen/FuncRef.o src/gen/ConfirmationDialog.o src/gen/Path2D.o src/gen/InputEventAction.o src/gen/PopupMenu.o src/gen/ReflectionProbe.o src/gen/VisualScriptFunction.o src/gen/WebRTCPeerConnection.o src/gen/AudioStreamMicrophone.o src/gen/VisualShaderNodeVectorScalarMix.o src/gen/GIProbe.o src/gen/CPUParticles2D.o src/gen/GDNativeLibrary.o src/gen/RayCast2D.o src/gen/VisualScriptSceneNode.o src/gen/AudioBusLayout.o src/gen/Path.o src/gen/VisualShaderNodeOuterProduct.o src/gen/AudioEffectFilter.o src/gen/VisibilityNotifier.o src/gen/AnimationNode.o src/gen/VisualShaderNodeDeterminant.o src/gen/JavaScript.o src/gen/VisualScriptSequence.o src/gen/AnimationNodeAnimation.o src/gen/AudioEffectHighShelfFilter.o src/gen/AnimationTrackEditPlugin.o src/gen/CheckButton.o src/gen/Physics2DServer.o src/gen/ShortCut.o src/gen/AnimationPlayer.o src/gen/VisualScriptLists.o src/gen/AnimationRootNode.o src/gen/VisualShaderNodeGroupBase.o src/gen/StyleBoxTexture.o src/gen/WebSocketClient.o src/gen/Reference.o src/gen/ARVRAnchor.o src/gen/HTTPClient.o src/gen/PinJoint2D.o src/gen/NavigationPolygonInstance.o src/gen/SceneTree.o src/gen/PhysicsDirectBodyState.o src/gen/SurfaceTool.o src/gen/CapsuleShape2D.o src/gen/EncodedObjectAsID.o src/gen/InputDefault.o src/gen/Position3D.o src/gen/KinematicBody2D.o src/gen/Crypto.o src/gen/AudioEffectHighPassFilter.o src/gen/MenuButton.o src/gen/RootMotionView.o src/gen/JavaClass.o src/gen/InterpolatedCamera.o src/gen/CSGTorus.o src/gen/Engine.o src/gen/TCP_Server.o src/gen/VisualShaderNodeColorUniform.o src/gen/VideoStream.o src/gen/CSGPolygon.o src/gen/CanvasItemMaterial.o src/gen/PhysicsServer.o src/gen/EditorFileDialog.o src/gen/StreamPeerBuffer.o src/gen/Particles.o src/gen/InputEventPanGesture.o src/gen/Container.o src/gen/VisualShaderNodeScalarSmoothStep.o src/gen/RandomNumberGenerator.o src/gen/InputEventMouseButton.o src/gen/VisualShaderNodeScalarOp.o src/gen/GridContainer.o src/gen/ImageTexture.o src/gen/ProxyTexture.o src/gen/VisualScript.o src/gen/VisualScriptVariableGet.o src/gen/Physics2DShapeQueryParameters.o src/gen/VisualScriptNode.o src/gen/Tabs.o src/gen/Node2D.o src/gen/Marshalls.o src/gen/StreamPeerGDNative.o src/gen/VisualShaderNodeVectorScalarStep.o src/gen/TileMap.o src/gen/Gradient.o src/gen/BoxShape.o src/gen/WindowDialog.o src/gen/Semaphore.o src/gen/ProjectSettings.o src/gen/TextEdit.o src/gen/VisualScriptDeconstruct.o src/gen/VisualShaderNodeVectorFunc.o src/gen/VisualScriptWhile.o src/gen/EditorInspectorPlugin.o src/gen/CanvasLayer.o src/gen/Translation.o src/gen/VisualShaderNodeVectorDerivativeFunc.o src/gen/NavigationMeshInstance.o src/gen/VisualScriptIndexGet.o src/gen/VisualScriptLocalVarSet.o src/gen/Slider.o src/gen/Area.o src/gen/Viewport.o src/gen/AudioStreamPlayer3D.o src/gen/EditorSelection.o src/gen/MarginContainer.o src/gen/AudioEffectDistortion.o src/gen/ARVRPositionalTracker.o src/gen/Expression.o src/gen/FileSystemDock.o src/gen/EditorSceneImporterFBX.o src/gen/BaseButton.o src/gen/ResourcePreloader.o src/gen/SpriteBase3D.o src/gen/Material.o src/gen/World.o src/gen/XMLParser.o src/gen/OccluderPolygon2D.o src/gen/VisualShaderNodeInput.o src/gen/CapsuleShape.o src/gen/VisualScriptPreload.o src/gen/PhysicsBody2D.o src/gen/MeshInstance2D.o src/gen/VisualScriptComment.o src/gen/NinePatchRect.o src/gen/CSGMesh.o src/gen/RectangleShape2D.o src/gen/PacketPeer.o src/gen/TextureButton.o src/gen/VisibilityNotifier2D.o src/gen/AudioEffectEQ10.o src/gen/CSGBox.o src/gen/AudioStreamPlayer2D.o src/gen/MultiplayerAPI.o src/gen/Physics2DDirectSpaceState.o src/gen/VisualScriptBuiltinFunc.o src/gen/JSON.o src/gen/VisualScriptSelect.o src/gen/ConvexPolygonShape2D.o src/gen/InputEventMagnifyGesture.o src/gen/VisualScriptGlobalConstant.o src/gen/AStar.o src/gen/AudioEffectAmplify.o src/gen/ConfigFile.o src/gen/VisualShader.o src/gen/VisualShaderNodeColorFunc.o src/gen/VisualScriptConstant.o src/gen/PanoramaSky.o src/gen/RayShape2D.o src/gen/GDScript.o src/gen/AnimationNodeOutput.o src/gen/VisualShaderNodeScalarFunc.o src/gen/VisualScriptTypeCast.o src/gen/VisualShaderNodeVec3Constant.o src/gen/HTTPRequest.o src/gen/GradientTexture.o src/gen/CSGShape.o src/gen/SliderJoint.o src/gen/AudioStreamGeneratorPlayback.o src/gen/World2D.o src/gen/InputEventGesture.o src/gen/VBoxContainer.o src/gen/EditorScript.o src/gen/AnimationNodeBlendSpace2D.o src/gen/VisualShaderNodeSwitch.o src/gen/AudioEffectPhaser.o src/gen/StaticBody2D.o src/gen/ConeTwistJoint.o src/gen/AudioEffectLimiter.o src/gen/Polygon2D.o src/gen/CollisionPolygon2D.o src/gen/WebRTCMultiplayer.o src/gen/RegEx.o src/gen/PacketPeerUDP.o src/gen/Camera2D.o src/gen/ConcavePolygonShape2D.o src/gen/TextureProgress.o src/gen/AudioEffectStereoEnhance.o src/gen/Bone2D.o src/gen/PhysicsMaterial.o src/gen/VisualShaderNodeOutput.o src/gen/BulletPhysicsDirectBodyState.o src/gen/VisualShaderNodeTransformVecMult.o src/gen/Texture3D.o src/gen/StreamPeerTCP.o src/gen/HeightMapShape.o src/gen/StreamTexture.o src/gen/StreamPeer.o src/gen/LinkButton.o src/gen/Physics2DDirectBodyState.o src/gen/ButtonGroup.o src/gen/Position2D.o src/gen/RayShape.o src/gen/WebSocketMultiplayerPeer.o src/gen/StreamPeerSSL.o src/gen/MultiMesh.o
ranlib bin/libgodot-cpp.osx.debug.64.a
scons: done building targets.
Then:
cd ../wwise-gdnative
scons target=debug platform=osx wwise_sdk=/Applications/Audiokinetic/Wwise\ 2021.1.5.7749/SDK plugins=convolution target_path=bin/
OUTPUT:
scons: Reading SConscript files ...
Wwise SDK headers path: /Applications/Audiokinetic/Wwise 2021.1.5.7749/SDK/include/
Wwise SDK libs path: /Applications/Audiokinetic/Wwise 2021.1.5.7749/SDK/Mac/Debug/lib/
scons: done reading SConscript files.
scons: Building targets ...
g++ -o src/wwise_gdnative.os -c -std=c++14 -g -O2 -arch x86_64 -fPIC -DAK_CONVOLUTION -I. -I/Users/shaunstone/Personal/wwise-godot-integration/godot-cpp/godot-headers -I/Users/shaunstone/Personal/wwise-godot-integration/godot-cpp/include -I/Users/shaunstone/Personal/wwise-godot-integration/godot-cpp/include/core -I/Users/shaunstone/Personal/wwise-godot-integration/godot-cpp/include/gen -Isrc "-I/Applications/Audiokinetic/Wwise 2021.1.5.7749/SDK/include" "-I/Applications/Audiokinetic/Wwise 2021.1.5.7749/SDK/samples/SoundEngine/POSIX" src/wwise_gdnative.cpp
src/wwise_gdnative.cpp:851:17: error: no member named 'occlusion' in 'AkAcousticSurface'
akSurfaces[0].occlusion = occlusionValue;
~~~~~~~~~~~~~ ^
src/wwise_gdnative.cpp:948:22: error: no viable overloaded '='
portalParams.Extent = akExtent;
~~~~~~~~~~~~~~~~~~~ ^ ~~~~~~~~
/Applications/Audiokinetic/Wwise 2021.1.5.7749/SDK/include/AK/SpatialAudio/Common/AkSpatialAudio.h:160:8: note: candidate function (the implicit copy assignment operator) not
viable: no known conversion from 'AkVector' to 'const AkExtent' for 1st argument
struct AkExtent
^
/Applications/Audiokinetic/Wwise 2021.1.5.7749/SDK/include/AK/SpatialAudio/Common/AkSpatialAudio.h:160:8: note: candidate function (the implicit move assignment operator) not
viable: no known conversion from 'AkVector' to 'AkExtent' for 1st argument
src/wwise_gdnative.cpp:1697:18: error: no member named 'uDiffractionFlags' in 'AkSpatialAudioInitSettings'
spatialSettings.uDiffractionFlags = static_cast<unsigned int>(
~~~~~~~~~~~~~~~ ^
src/wwise_gdnative.cpp:1700:18: error: no member named 'fDiffractionShadowAttenFactor' in 'AkSpatialAudioInitSettings'
spatialSettings.fDiffractionShadowAttenFactor = static_cast<float>(getPlatformProjectSetting(
~~~~~~~~~~~~~~~ ^
src/wwise_gdnative.cpp:1703:18: error: no member named 'fDiffractionShadowDegrees' in 'AkSpatialAudioInitSettings'
spatialSettings.fDiffractionShadowDegrees = static_cast<float>(getPlatformProjectSetting(
~~~~~~~~~~~~~~~ ^
src/wwise_gdnative.cpp:1721:18: error: no member named 'bEnableDirectPathDiffraction' in 'AkSpatialAudioInitSettings'
spatialSettings.bEnableDirectPathDiffraction = static_cast<bool>(getPlatformProjectSetting(
~~~~~~~~~~~~~~~ ^
src/wwise_gdnative.cpp:1724:18: error: no member named 'bEnableTransmission' in 'AkSpatialAudioInitSettings'
spatialSettings.bEnableTransmission = static_cast<bool>(
~~~~~~~~~~~~~~~ ^
7 errors generated.
scons: *** [src/wwise_gdnative.os] Error 1
scons: building terminated because of errors.
Am I missing any extra step here? Thanks!
Wwise version 2021.1.5.7749 fixes a major issue for MacOS version 12.3 and up, where the Wwise app crashes on startup. This is "caused by the removal of the Python framework starting with macOS 12.3" as mentioned in this post on the AudioKinetic website.
Has anyone tested the compatibility of the Godot integration with newer minor versions of the Wwise app?
Was checking the readme (https://github.com/alessandrofama/wwise-godot-integration/blob/9475248de190576bec4a6fe3fa2f2ed660b034f0/wwise-gdnative/README.md), do I need to build the binaries myself to include the 'convolution' plugin or does it come bundled with the latest release? We are having issues getting convolution to work in our game project (we have a trial of the plugin bundled with the soundbank)
scons target=release platform=windows wwise_sdk="%WWISESDK% plugins=convolution
When playing a scene that contains an AKBank node loading the Init bank an error message says Device ShareSet not found in Init.
E 0:00:01.091 Wwise monitor: AK::SoundEngine::AddOutput()/ReplaceOutput() - Device ShareSet not found in Init bank.
<C++ Source> :0 @ Wwise monitor()
Is this something I have to add in the wwise authoring environment?
I tried following Lesson 1 from the wwise documentation using the downloaded Lession 1 project as a base. I also tried a project from scratch.
Full disclosure: I am not an audio engineer and have not worked with wwise before.
Wwise: 2019.2.1 Build 7250
Godot: v3.3.stable.official
At every start of a the engine, the integration copies over the banks to the user directory if it detects it's run as a standalone game and not in-editor (only on Win/macOS/Linux) as detailed here:
wwise-godot-integration/wwise-gdnative/src/wwise_gdnative.cpp
Lines 224 to 234 in 54fa652
It is probably not necessary doing that every time, especially when using multiple large banks. It would be better to check if the banks are already present first. What do you think?
To reproduce this:
The Switch Group will have an empty Switch class:
class SWITCH:
Godot expects something inside here and will produce an error. To solve this the id's converter located in https://github.com/alessandrofama/wwise-godot-integration/blob/main/wwise-gdnative/gdnative-demo/addons/wwise_ids_converter/wwise_ids_converter.gd needs to be modified to account for that.
First tried this in godot 3.4, then tried in 3.3.4 and got the exact same errors. Not sure what would be causing this and cant find any other reports about this issue.
Is this plugin working on 3.5 ?
I can't load any soundbank. I have follow the guide and read the wiki, everything looks fine:
Until I try to load the soundbank on the AKBank node:
Note: The ID generation seems to also work fine.
I have tried this solution but it doesn't work either:
#12 (comment)
#57 (comment)
Or maybe a direct issue with my Wwise current version ?
At the moment, Wwise version 2021.1.4.7707 is supported
Godot 3.5
Wwise 2021.1.10.7883
Wwise Godot integration 1.5.0
Banks or Events listed in the Custom Nodes need to be explicitly selected to be "recognized" as selected.
Steps to reproduce:
Tree Enter
or Ready
for Load On
Errors:
E 0:00:00.332 Wwise monitor: Bank Load Failed
<C++ Source> :0 @ Wwise monitor()
E 0:00:00.332 loadBankID: AK_Fail ID 0
<C++ Source> src/wwise_gdnative.cpp:315 @ loadBankID()
<Stack Trace> ak_bank.gd:15 @ load_bank()
ak_bank.gd:10 @ handle_game_event()
ak_event_handler.gd:7 @ _enter_tree()
While the Init
banks is displayed in the Bank field, it seems that it is not selected by default:
To fix this you need to select the TestBank
first and then switch back to the Init
bank. It seems that a successfully selected item is marked by the "undo" icon:
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