Comments (6)
When an error occurs, we pass the predefined __FILE__
macro to our error log string, which resolves to the path of the compiled file where the error occurs. Since the source code was compiled in the cloud (GitHub Actions), the path reflects this and is not the path of your computer. This is unrelated to the error.
How do I replicate your error? Are you loading the Init bank by script or by using the AkBank node? Have you exported the soundbanks? Have you disabled the Use SoundBank names
setting in the sound banks setting in the authoring app?
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oh alright (I guess its pretty obvious im very new to this haha)
Im not sure how you could, because as far as I can tell I followed everything in your setup videos to a T. I set Init to load on startup in the "common wwise user settings" and I have disabled Use Soundbank names. My soundbanks and ID's were generated fine, they look just like yours did in the video. Ive also tried this in 3 separate new projects.
On a side note, I tried installing the newest 1.5 version and it has completely broken everything else, including when I try to go back to 1.4 so Im starting to think this is just not going to work for me
from wwise-godot-integration.
If you could try the 1.5 version now, there was a small prob with the Windows libs I've fixed right at this moment.
With the new version, some of the installation and IDs generation workflow changed, so sadly the videos are not up-to-date anymore, but they should still give a good general idea of the workflow.
The most updated guide is this so far: https://github.com/alessandrofama/wwise-godot-integration/wiki/Getting-Started
You can send me your project if you like, so I can take a quick look. It should find the Init bank fine, but there is clearly something going wrong^^ Should be easy to fix.
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yeah Id really appropriate it here's the project file
https://drive.google.com/file/d/1lsB0PrOOu-z7KM9tNX-WSOvbG-fHae-o/view?usp=sharing
if I can actually get this figured out and integrate it into a VR project I was gonna make at least a basic tutorial myself. VR Godot devs have been starved of decent audio and it seems as though not many people have come across this as a solution before
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Oh wow alright thanks for your help again, I wonder why addons was the default path for it haha
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Related Issues (20)
- Using Callbacks in conjunction with a Stop Fade Time causes a crash when exiting the tree HOT 10
- HTML5 support? HOT 1
- Godot 3.5 support HOT 5
- Official support for Wwise version 2021.1.5.7749 or higher HOT 3
- is Godot 3.5 compatible? HOT 1
- Do Audio files need to be within the project? HOT 1
- Error integrating Wwise - AK_InvalidID HOT 3
- Does this integration work with any other version of Wwise? HOT 1
- Console support? HOT 2
- No audio when exporting to HTML HOT 2
- Event ID not found HOT 5
- Spacial Audio issues HOT 1
- Godot 4.x Support HOT 5
- Wiki: suggestions for the `Building the GDExtension Library` page HOT 1
- Error loading extension (Godot 4.0.4, Wwise 2022.1.6) HOT 5
- Add support for Suspend/WakeupFromSuspend in wwise_runtime_manager HOT 2
- Parse error with wwise_id.gd [Godot 4.2, Wwise 2023.1] HOT 3
- InvalidID error while posting events [Godot 4.2, wwise 2023.1] HOT 2
- Error integrating Wwise - AK_InvalidID HOT 1
- set_game_object_output_bus_volume not callable without listener object HOT 1
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