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Found an error while integrating Wwise with Godot for Ludum Dare 51 (tomorrow) -
Steps taken:
Integrate Wwise with 1.5.0 Integration.App.win64.exe
Enable Wwise in plugins tab
Generate Soundbanks with Header file directed at wwise/GeneratedSoundBanks
Add AKEvent node and set Event, with Trigger On set to Ready
Launch the scene
All events are visible in the Waapi Picker, and in the AKEvent node's Event property.
I've tried loading the Init bank using Wwise common-user-settings (in Godot's Project Settings), but receiving a new invalid ID error in the debugger:
Our team would love to use this integration since our music/sound producer is familiar with Wwise.
Also wanted to say fantastic work with the integration and it's great to see Godot on Wwise's home page.
The text was updated successfully, but these errors were encountered:
No follow up comment, I guess this was a configuration error.
Apologies, we didn't end up fixing the error in time for the Game Jam and decided to use Godot's native audio system.
I've looked through the previous issues #57#54#12 and couldn't find a solution that would work for our issue.
Thanks very much for responding quickly
Found an error while integrating Wwise with Godot for Ludum Dare 51 (tomorrow) -
Steps taken:
All events are visible in the Waapi Picker, and in the AKEvent node's Event property.
I've tried loading the Init bank using Wwise common-user-settings (in Godot's Project Settings), but receiving a new invalid ID error in the debugger:
Our team would love to use this integration since our music/sound producer is familiar with Wwise.
Also wanted to say fantastic work with the integration and it's great to see Godot on Wwise's home page.
The text was updated successfully, but these errors were encountered: