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Supported Wwise version? #123
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To be honest it's pretty impossible for me to test Wwise as it has very poor Linux support. In the code the Wwise version is hardcoded on a pretty old version: https://github.com/Wasted-Audio/hvcc/blob/develop/hvcc/generators/c2wwise/c2wwise.py#L60 Can you be a bit more specific with "does not seem to like the output"? Are there any specific errors? |
Yes, of course. When I try to open the solution in Visual Studio I get errors like: There only are higher number versions present in that directory, 160 and 170 (I have already updated the template to the correct Wwise version) |
What do you mean with "open the solution"? |
So, when I run hvcc in cmd terminal to compile the patch it generates several folders: linux, resources, source, vs2015, xcode plus a build.json. The way I've understood it is to open the Hv_None_WwiseSourcePlugin.sln solution file located in the vs2015 folder with Visual Studio and build the proper plugin from there. Edit: I am mainly following this blog post: |
Oh sorry, I'm not familiar with Visual Studio nomenclature. So this "solution" file description has no meaning to me, haha. Maybe try building the plugin without using Visual Studio? |
Oh yeah, sorry. It is like a glorified makefile I guess. So I could switch to Linux and run the provided makefile instead and see what happens. Will do that later/tomorrow and report back. If that works I could try to build without Visual Studio on Windows instead. Though I don't have any experience with C or C++ unfortunately. |
I heard people are still using this stuff for commercial products, so hopefully some of them will step in to help improve the state. (to be honest I hope we can find a proper OSS solution for Godot integration) |
That would be awesome. The only thing I am aware of that doesn't use Wwise for Godot is What would I have to change in the Linux Makefile to run it on Windows? I have downloaded the little w64 devkit here but running the Linux file kind of expectedly gives errors.. Ok, so I've changed the compiler from clang to gcc - and it does something! But then it terminates with: ../source/engine/Hv_None_WwisePluginEngineParams.h:36:10: fatal error: AK/SoundEngine/Common/IAkPlugin.h: No such file or directory I'm giving up for now :'D |
OK, cool, I've managed to figure it out (it seems, still have to test in Godot).
Having done all that I could build the Release version (not sure about Debug) and it shows up and is audible and controllable in Wwise. |
I've created a ticket for Wwise generator upgrade #126 |
@eu-ch I can test it next week. Thanks! |
@mbbmbbmm Awesome, thanks for your time! Please check these temporary instructions: https://eugn.ch/hvcc_wwise_test.html -- let me know if you have any questions. |
* c2wwise rewrite, fixes #126 * Fix edge case when no dac~ was in the patch, change includes layout, prevent Heavy from overriding "inline" keyword on Windows * Add support for 5.1, 7.1, and 7.1.4 channel configurations * Update Wwise docs * Fix regression that failed on compiled output-less plugins * Update Wwise docs * Fix code style issue * Wwise docs: clarify build example * Wwise docs: remove temporary info * Update Wwise docs --------- Co-authored-by: ech <lol>
Hi, I am trying to compile Pd-patches for Wwise, so I can use them in Godot 4.
I am on Windows 10 btw.
The current Godot-Integration for Wwise seems to require using the 2023.1.0 Beta version. This version however does not seem to like the output from hvcc. It seems to have issues with the newest SDK / build tools / platform tool set (?)
Which is the highest Wwise version supported by hvcc at the moment?
Thank you!
Jan
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