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When I try and export the project with Wwise included it says it cannot find necessary files #26
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I can't reproduce this on macOS and Windows, so there must be something about your project that is different than mine. Could you please answer these questions so I can debug this further: What are the exact steps to reproduce the error? Where does the error happen exactly? While exporting or after trying to run the exported project? It isn't clear from your screenshot. Does the project work when played through the editor? Does the error only occur on Windows? Which Godot version are you using? |
Hey me again! I exported it with Mac and included all the Wwise files now, where can I configure this thing it is raising in the logs? |
Ok I got around that by disabling Library signature in the options of Godot export. Getting closer.
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Have you added your banks to the non resource export filters as detailed here? https://github.com/alessandrofama/wwise-godot-integration/wiki/Exporting-the-project#windows-macos-linux-and-android |
If you are using version 1.0 one problem might be that banks get copied to the user:// directory at each start of the game. We didn't have a custom I/O solution back then and it was the easiest solution for loading banks across different platforms, apologies for that. |
macOS 1.2.0.zip |
Great I'll give this a shot. Out of curiosity how does the custom IO solution work/get around this copy over of the banks? |
Added it, and it works so well now. Loaded up much faster. Thanks!! |
It uses Godot's Major problem was that Wwise's default I/O implementation uses the C standard input/output lib for I/O, which works fine when you are working in the editor as you can clearly locate the banks on your disk, but for exported projects Godot uses a virtual file system so it was a headache to correctly locate the banks for different platforms. The naïve solution was to copy the banks to the user directory, which resolves to the same path for all platforms and load them from there. This introduced some problems as yours above, but the custom I/O implementation should fix that, as Godot takes care of reading the files. |
Let me know if you need the updated libs for other platforms, so I can export them. |
Sure! windows and does this plugin work with HTML/Web Assembly? |
Linux too |
Wwise doesn't support HTML/Web Assembly (yet?). I'll link the Windows and Linux files once the CI does its job. |
Closing as this issue was solved. |
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
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