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Source sdk failed to load default scheme
Source sdk failed to load default scheme









source sdk failed to load default scheme source sdk failed to load default scheme

The Event SoundBank will then contain a reference to the banks that contain the structures data, and the structures from the referenced SoundBank will be implicitly loaded along with the media when the Event is prepared. It is possible to include sound structures in a different SoundBank than the event definitions. When events or game syncs are prepared, then the sound engine will implicitly fetch the referenced media files from the file system. After the definitions of Events and Game Syncs are loaded, you must then "prepare" them in order to use them ( AK::SoundEngine::PrepareEvent() and AK::SoundEngine::PrepareGameSyncs()). When the referenced media is not included in the SoundBank, then it must be available as loose media files in the file system. Refer to the Wwise Help to know how you can define a SoundBank that has no media data. Typically, these SoundBanks will contain only Events and structures, but no media, and thus be very lightweight. In order to do this, you must first explicitly load a SoundBank that contains the definition of the Events and/or Game Syncs, through LoadBank(). The PrepareEvent/PrepareGameSync API allows for implicit loading of media that is not included in a SoundBank. When it is loaded, the Event is posted to the sound engine. It contains the Event PLAY_SOUND_01, along with its associated sound structures and media (consult the Wwise Help for more information on generating SoundBanks with Wwise). For a discussion on identifying SoundBanks using strings (Unicode or ANSI) or IDs, refer to Identifying Banks ). It is identified by an ID, which is defined in the Wwise_IDs.h header file. In the following example, the SoundBank BANK_01 is loaded explicitly. After a SoundBank is loaded, all the objects within it are ready to be used. You can load a SoundBank explicitly by using one of the AK::SoundEngine::LoadBank() methods of the sound engine API. Both approaches, detailed below, offer different option with implicit advantages and disadvantages that need to be evaluated for your particular scenario. You can load a SoundBank either implicitly or explicitly. Note: The use of PrepareEvent is incompatible with LoadBank, using in-memory data. All of these must be loaded by the sound engine before using them. These elements refer to internal sound structures stored in SoundBanks, which ultimately refer to loose media files. You control playback in the Wwise sound engine with Events and Game Syncs.











Source sdk failed to load default scheme