Echotopia – The first and only authoring application for creators focusing in the art of creating realistic and fictional soundscape ambiences. ![]() If you need any further information just let me know. Even just using a single audio bus using the ASIO shareset generates this problem and I occasionally receive the same error as this fellow:įocusrite 18i20 (2nd Gen.) outputting to 4.1 I haven't set the ASIO shareset bus as the secondary output as that is currently not supported (just by seeing the error message in the command log through my testing). While I do have Pro Tools installed on this computer, I don't think that is causing the issue. Wwise: ASIO initialization error for driver (ASIO Avid Driver): 'Bad Device'): : While I can output my audio to discrete channels using the ASIO shareset and WWise channel router, when I switch to Unit圓D after generating the bank I receive the same continuous error in the command log: With that in mind, I decided to change the shareset type to an ASIO shareset to more precisely control my audio mix. My project has changed so that I am now using a 4.1 speaker system and a HTC Vive. Just to add onto this with another problem, Windows only allows me to choose a predefined speaker layout (Stereo, Quadraphonic, 5.1, and 7.1). The Vive had a number but the Focusrite did not. However, this only worked for devices that had a number in front of their name.įor reference, I am using a HTC Vive and Focusrite 18i20. Click play in the Unity editor and you should now hear two separate audio events playback simultaneously across two different audio devices. Create an empty game object and attach the script to it. Save the script and switch back to Unit圓D.ġ1. However, if you have named the created audio device shareset to something else, replace "Speaker01" in the code to what you have instead. "Speaker01" is used as the working audio device shareset naming example for this guide. In the "Create new Output Setting" section, "Speaker01" is the audio device shareset you created previously in Wwise and is used to create the output setting for the secondary output. It doesn't have to be the full name as it will search for a device that has "Headphone' in the name.ġ0. This is the actual audio device name as seen in the audio settings of your OS. Replace "Headphone" with the name of your secondary output. Uint IDofDevice = AkSoundEngine.GetDeviceIDFromName(nameOfDevice) ĪkOutputSettings newOutput = new AkOutputSettings("Speaker01", IDofDevice) ĩ. Name of my secondary output (doesn't need to be full name, just parts of it. Var outputSettings = new AkOutputSettings(DeviceShareSet, uDeviceID) ĪkSoundEngine.AddOutput(outputSettings, out DeviceID, new ulong // Would probably work well in a dropdown menu, where the user could select device. Var uDeviceID = AkSoundEngine.GetDeviceIDFromName(DeviceIDName) Public string DeviceShareSet = "System_VR" Public class secondaryOutput : MonoBehaviour Below is the following AKSoundEngine C# code that he wrote by creating a new script in Unity and trying to translate the Windows headphone C++ example from the Integrating Secondary Outputs webpage: I also asked a programmer friend for some help but he is not very familiar with Wwise. ![]() ![]() I have tried to follow the Wwise SDK documentation for Integrating Secondary Outputs using the example for headphones on Windows but have found it difficult to translate the C++ code to C# as I am not a programmer by any means. I am able to play audio out of the two audio devices in Wwise from following this guide by Ed Kashinsky by creating a separate Audio Device Shareset "System_VR" and a new audio master bus where the output is set to "System_VR". I want to play audio through a secondary output (HTC Vive headphones) while at the same time play audio through the main output (TV speakers) for a single player VR experience.
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