Wwise not being able to load mod soundbank
I am trying to integrate sounds by following https://github.com/satisfactorymodding/Documentation/pull/359 guide draft. I've got to the point that I can successfully play AKAudioEvent in the Editor, but not in the game itself. In the log of the game I see the following (modRef:
TestMod
, ak event: Play_sample
, :
and when attempting to play the event:
I am not too familiar with UFS, but I've confirmed that TestMod_soundbank.bnk
is in the generated .pak
under Content/WwiseAudio/TestMod_SoundBank.bnk"
. Maybe it tries to load it from the base game for some reason?
I'd appreciate any help on how I can proceed/debug this further. Full game log: https://pastebin.com/gv9e76auPastebin
wwise-issues - Game log - Pastebin.com
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8 Replies
When you say it's under
Content/WwiseAudio
, that's not how folders show up in the pak, so what is the full path to the asset in the pak in FModel?That was from
UnrealPak.exe -List
command, according to FModel it maps to FactoryGame/Mods/TestMod/Content/WwiseAudio
folder, which contains TestMod_Soundbank.bnk
. I've also taken a look at FactoryGame-Windows.pak and sure enough it has a path that is reported in error (FactoryGame/Content/WwiseAudio
), but obviously my mod bank isn't there. So I wonder where in Unreal+Wwise integration the path of the soundbank is actually configured (and how the guide author managed to make it work)...Yeah, that's not the right path
Solution
Are you using the latest dev branch of SML?
That's what makes Wwise pak the soundbank at the correct location inside your mod's pak
nope, used
master
per starter guide. Will give dev
a try, many thanks! It is fine to check it out in-place, right? Or is it better to create a fresh starter project?You can checkout, yeah
Worked like a charm! Thanks!
For reference, I've used this commit: https://github.com/satisfactorymodding/SatisfactoryModLoader/commit/213878615a56d13df42067fc7a406b73b70675dd