Derrick Reyes - Game Audio Reel
1:10
Oasis - Global Game Jam 2018 Project
9:20
Пікірлер
@tommy_max_brian
@tommy_max_brian 4 ай бұрын
thank you very much for ur video! don`t know if there`s someone alive, but i have a question i have a 3d person game draft and everything works great with Fmod Distance parameter, but the only problem is that this Distance is calculated not from a character`s position, but from a camera`s, which is behind my hero. so if my character doesn`t move, but i rotate the camera - music is changed. do you know how to fix it? i kinda understand how to get character`s location, but how to attach it to this Unreal/Fmod built-in Distance calculation and where to find it...?
@renatoe3417
@renatoe3417 Жыл бұрын
What happen if both zones are connected by a corridor and the player stands just at the middle of this corridor ?
@DaysVFX
@DaysVFX Жыл бұрын
This has me convinced I should use FMOD for my indie project.
@danzirvine
@danzirvine Жыл бұрын
Hey, thanks for this, one question. Working with UE 5.1 and the sounds trigger in the appropriate places but they are constantly being triggered straight off the bat, even when there is no movement. how do i fix this?
@gen9820
@gen9820 2 жыл бұрын
after 4 years still bangin! thank you
@gameaudioguru8457
@gameaudioguru8457 2 жыл бұрын
Thank you!
@gen9820
@gen9820 2 жыл бұрын
UE5, everything is working but both of these events are layering together, i did the same blueprint scheme
@gen9820
@gen9820 2 жыл бұрын
nah, sry it was my mistake, i put trigger volume on the place of my respawn.
@frech0o676
@frech0o676 2 жыл бұрын
Good tutorial. It worked perfectly for me. But I have a problem...I have multiple rooms with other sounds. Is there any solution to this, let me explain. Another room has another ambient music and another room has a different one and so on. I did the steps with the other songs but it didn't work. Please and Thanks
@gameaudioguru8457
@gameaudioguru8457 2 жыл бұрын
A multi room setup might require a different blueprint solution. Such as having volumes that trigger fmod events on enter. Those fmod events would trigger your ambient music and stop the music you don't want to play.
@BlueprintBro
@BlueprintBro 2 жыл бұрын
Very nice
@rominar.8958
@rominar.8958 2 жыл бұрын
I did it like that but I keep on hearing the previous sound event Any idea? Thanks
@gameaudioguru8457
@gameaudioguru8457 2 жыл бұрын
So you're hearing the interior ambience begin, correct? but the exterior is not stopping? If that is the case then double check around 5:17 to make sure you set up the stop event correctly in the level blueprint.
@rominar.8958
@rominar.8958 2 жыл бұрын
@@gameaudioguru8457 Yes, I checked it several times. I finally decided to just drop a sound file inside the scene and regulate the attenuation. For this project it's ok, but I'll try to download UE5 and take a look to metasounds
@rominar.8958
@rominar.8958 2 жыл бұрын
@@gameaudioguru8457 Thanks!
@Gminorscale
@Gminorscale 3 жыл бұрын
Really great tutorial! It explained the concepts really well in a nice calm manner.
@1pmgdrummer
@1pmgdrummer 3 жыл бұрын
I'm glad it was helpful for you!
@ibangyugo694
@ibangyugo694 3 жыл бұрын
Log in error
@matthewbrack7766
@matthewbrack7766 3 жыл бұрын
hello, when running the cmd i get the message: 1) ←[91mError←[0m hvcc: Unknown input path have you encountered this error before? I have looked back over the video and can't see why it is not working? Thank you :-)
@LyoshaLozhkin
@LyoshaLozhkin 3 жыл бұрын
how to make an engine sound with a granular synthesizer?
@unrealdevop
@unrealdevop 3 жыл бұрын
Oh man thanks, I've done another tutorial similar to this one and they completely skipped the step where you set it up to receive input from the Player Character. I had no ideal why I couldn't figure out why it wasn't working and no one could help me with the problem....It seems pretty sad that such a simple thing could be so easily overlooked and even skipped in other tutorials when it's obviously not going to work if it doesn't know where to expect the input from.
@kkxszz4034
@kkxszz4034 3 жыл бұрын
Do I must use UnrealEngine Source Code to register my plugin into UE project? Seems way more troublesome than in Unity.
@gameaudioguru8457
@gameaudioguru8457 3 жыл бұрын
Unfortunately yes :( The UE4 + Wwise combination is certainly the most complex out of any integration.
@kkxszz4034
@kkxszz4034 3 жыл бұрын
@@gameaudioguru8457 Indeed :( I will swtich back to unity to test my pd patch.
@citymousefrog
@citymousefrog 3 жыл бұрын
Thanks for this tutorial. One question, when I use the modular synth I am able to set it up to get sound, but do not see options in the details to choose octaves or waveforms for my oscillators. Could there be a problem using this plugin on a mac platform? Thanks!
@gameaudioguru8457
@gameaudioguru8457 3 жыл бұрын
Thank you for the question. I'm so sorry that I don't have an answer for you. I suppose there *could* be a problem using it on macs, but I don't know for sure I'm afraid. Might wanna try on the UE4 audio forums.
@catherinechyu4744
@catherinechyu4744 3 жыл бұрын
These are great stuff Thank you so much!
@danielnguyen8262
@danielnguyen8262 3 жыл бұрын
Do you have any resources for how to get this done in 4.26? I tried following the video but it seems the two files AkAudio.Build.CS and AkAudioDevice.cpp seem to be formatted differently now.
@gameaudioguru8457
@gameaudioguru8457 3 жыл бұрын
Indeed. Videos like this seem to go out of date pretty quickly. Unfortunately I have been too busy to update this process for the latest versions of UE4. check out the reply thread from Chuko Kpolugbo in this videos comments. We touch a little bit on a solution but I'm not sure if it ever worked.
@danielnguyen8262
@danielnguyen8262 3 жыл бұрын
@@gameaudioguru8457 gotcha I ended up figuring it out. I was putting the name of my .h instead of my .lib lol. Thanks for the videos!
@gameaudioguru8457
@gameaudioguru8457 3 жыл бұрын
@@danielnguyen8262 Cool. Glad you worked it out!
@martinrivera1686
@martinrivera1686 3 жыл бұрын
Great tutorial!!! Thanks a ton!
@gameaudioguru8457
@gameaudioguru8457 3 жыл бұрын
Thank you!
@juliakp8366
@juliakp8366 3 жыл бұрын
Hi, thank you for this great instruction video! Any chance that you have some information on how to integrate it in Unreal Blueprints?
@gameaudioguru8457
@gameaudioguru8457 3 жыл бұрын
Which part would you like information on specifically?
@juliakp8366
@juliakp8366 3 жыл бұрын
@@gameaudioguru8457 Do I have to use Visual Studio?
@gameaudioguru8457
@gameaudioguru8457 3 жыл бұрын
@@juliakp8366 No, you can use any IDE you like.
@juliakp8366
@juliakp8366 3 жыл бұрын
@@gameaudioguru8457 thank you
@juliakp8366
@juliakp8366 3 жыл бұрын
@@gameaudioguru8457 Sorry to bother you again, I can't seem to make it work. Does it only work with "vanilla" PD or also with PdL2Ork (PurrData)?
@_capu
@_capu 4 жыл бұрын
Hi man, thanks a lot for your tutorial. We're having issues for building the engine with wwise as an engine plugin. We're not using Pd but are using PS4 SDK. We have this error repeated multiple times: Link : error: L0045: unrecognised relocation type 42 (unknown) in file "C:\Users\Name\UE4_SRC\Engine\Plugins\Wwise\ThirdParty\PS4\Profile\lib\libAkSoundEngine.a(AkAudioLib.o)" Link : error: ...occurred while patching module "C:\Users\Name\UE4_SRC\Engine\Plugins\Wwise\ThirdParty\PS4\Profile\lib\libAkSoundEngine.a(AkAudioLib.o)" with symbol `__stack_chk_guard' and many others... Do you have an idea what's hapening?
@gameaudioguru8457
@gameaudioguru8457 4 жыл бұрын
Hi there. Thank you so much for visiting my channel. I'm sorry that I'm not familiar with these errors or installing the PS4 SDK and I'm unable to help you. I hope you find what you're looking for!
@_capu
@_capu 4 жыл бұрын
@@gameaudioguru8457 Okay thanks a lot for your answer! We will continue seeking then haha
@MrDeepscorn
@MrDeepscorn 4 жыл бұрын
Thank you for the video. Just a note: though you assigned (at 3.42) object through Object field in "Edit animation event" window, it actually does nothing. Because your script component actually taking one parameter (string, you've set that ok). gameObject it takes from the object, where it resides. Unity limits us with none or one parameter per event method. You see many fields because that's the way unity designers desided it's best to give ability to use different types (string, object...) See here docs.unity3d.com/ScriptReference/AnimationEvent.html
@gameaudioguru8457
@gameaudioguru8457 4 жыл бұрын
Thanks so much for the help!
@TonOfHam
@TonOfHam 4 жыл бұрын
You are a super hero!
@gameaudioguru8457
@gameaudioguru8457 4 жыл бұрын
No You are!
@Soundscapes4all
@Soundscapes4all 4 жыл бұрын
where can I find the gunshot PD file ? p
@gameaudioguru8457
@gameaudioguru8457 4 жыл бұрын
Hello. I updated the video description to include the completed plugin. It includes the gunshot.pd file. github.com/GameaudioGuru/Pd_Gunshot However you can download gunshot.pd directly here: tinyurl.com/y4uez7vx. Make sure and open it from the correct path so Pd can see all the supporting files it needs. Thanks for watching!
@Soundscapes4all
@Soundscapes4all 4 жыл бұрын
@@gameaudioguru8457 Thanks so much !! it works :) Before I tried to build a really simple PD patch , I compiled in heavy and added the plugins to the Wwise folder, but when I was pressing play button in Wwise nothing triggered . Do I need to do something in the PD patch for this to be able to receive the Wwise play button and assign it to the Bang button?
@gameaudioguru8457
@gameaudioguru8457 4 жыл бұрын
@@Soundscapes4all It's been a while but when I look at my patches They don't seem to have anything special on the bang at the top. Although I do have a loadbang at the top. Maybe that's it? Or maybe it has something to do with implementing it in unreal. However, take a look at this tutorial igordallavanzi.wixsite.com/gamenoise/single-post/2017/03/23/Pure-Data-patches-in-Unreal-Engine-4-via-Wwise in section 1. a little bit down he addresses the same issue you are experiencing. You might try that solution.
@Soundscapes4all
@Soundscapes4all 4 жыл бұрын
@@gameaudioguru8457 Thanks so much ! really helful !! :)
@nico_crowned
@nico_crowned 4 жыл бұрын
I created a simple animation for a spinning cube whose spin is triggered when I enter a room, but when I select the animation in the Project folder, I don't get a timeline in the Inspector window. What is missing from my animation? What should I do to be able to connect a sound effect to my animation ??? greetings and thank you very much!
@gameaudioguru8457
@gameaudioguru8457 4 жыл бұрын
Hi Nico, thank you for visiting my channel and for your question. I am ashamed to admit that these videos are old and I have not checked to make sure they are compatible with the latest versions of Unity. Perhaps Unity changed something with the way anims work. What version of Unity are you using?
@ariyasebty
@ariyasebty 4 жыл бұрын
Finally, I found Audio Game Channel for Ue4, for sure I use your tutorials for my game so sad the last update is for 8 months ago. ThanKs, Guru.
@gameaudioguru8457
@gameaudioguru8457 4 жыл бұрын
Hi Ariya. Yes, sadly I haven't made a video in a while and I'm sorry for that. :( Too busy working right now. Thank you for visiting. I hope one day I can get back to making videos.
@ariyasebty
@ariyasebty 4 жыл бұрын
@@gameaudioguru8457 im glad to hear you busy with work and Looking forward to that day to see new videos from you. just 1 question and if you answer it you save me a lot of time and headache. you rather Fmod or Wwise for ue4? Thanks again, Guru.
@gameaudioguru8457
@gameaudioguru8457 4 жыл бұрын
@@ariyasebty Oooh Good question. I've been working a lot with Wwise and UE4 lately and I like event based packaging but I feel like I couldn't do it without programmer support. If it was just me, on a smaller project, I would go with Fmod. Wwise + UE4 is just a very complex beast. Powerful, but really requires a programmer when hitting problems. So yeah, Fmod + UE4 if working solo.
@ariyasebty
@ariyasebty 4 жыл бұрын
​@@gameaudioguru8457 Great answer, I'm a 3D artist but for past 2 years I was just busy learning UE4 C++ full time and I'm developing my game on UE4. I know I ask lots of questions but do you know if for using Wwise I have to programme directly into Wwise or can I use UE4 to programme for Wwise as well? Thanks for replay Guru.
@gameaudioguru8457
@gameaudioguru8457 4 жыл бұрын
@@ariyasebty You can do your programming in UE4. All of the Wwise code files are installed in the build when you integrate wwise into UE4. If you've been digging into C++ then you might be able to tackle a Wwise integration with UE4 as you'll have an easier time digging into the code.
@produccionesabuela8533
@produccionesabuela8533 4 жыл бұрын
Thanks dude!
@1pmgdrummer
@1pmgdrummer 4 жыл бұрын
Jose Jose you’re welcome!
@nico_crowned
@nico_crowned 4 жыл бұрын
When I click on "Integrate Wwise into Project ...", the Wwise Launcher gives me three boxes, "Wwise Project Path", "Unity Instalation", but also, a box that says "Copy of Wwise SDK Files". I don't understand what I should put there. Sorry, I'm still very new to these platforms ...
@gameaudioguru8457
@gameaudioguru8457 4 жыл бұрын
Hi Nico! Thank you for your question. Sorry it took me so long to respond! When you downloaded Wwise, do you remember if you downloaded the SDK?
@nico_crowned
@nico_crowned 4 жыл бұрын
@@gameaudioguru8457 Hi !! Thank you very much for answering, but I already solved it. Apparently it was necessary to update the version of Wwise to the latest one. It sounds like something I should have checked from the beginning, but I ignored it because I already had a 2019 version. Anyway ... when I updated it, the boxes appeared just as you showed in the tutorial. Thanks again and sorry for the silly questions hahah
@gameaudioguru8457
@gameaudioguru8457 4 жыл бұрын
@@nico_crowned Awesome! Glad everything worked out. I wish you the best with your projects!
@noooly
@noooly 4 жыл бұрын
Great job! ;O
@gameaudioguru8457
@gameaudioguru8457 4 жыл бұрын
Thank you!
@DMetcalfe94
@DMetcalfe94 4 жыл бұрын
I tried this and my FMOD events that should be triggered by the trigger volume start playing as soon as I begin playing, not when I pass through the box :/
@gameaudioguru8457
@gameaudioguru8457 4 жыл бұрын
Hi Duncan. Sorry you're having trouble. I'd be happy to help if you can spare some more details. Perhaps show me what your level blueprint looks like?
@eduardclaudiufadgyas3365
@eduardclaudiufadgyas3365 4 жыл бұрын
criminally underrated, subbed! thanks for this!
@gameaudioguru8457
@gameaudioguru8457 4 жыл бұрын
Thanks for the compliment! I'm glad you found it helpful!
@yerokuns
@yerokuns 4 жыл бұрын
Thank you man. You saved the day!
@gameaudioguru8457
@gameaudioguru8457 4 жыл бұрын
You're welcome! Glad I could help!
@AntonSherar
@AntonSherar 4 жыл бұрын
Hi there. Do all developers have to do this? I want to use Wwise to make audio for a game, but I'm not sure I want to make them go all through this hassle. :/
@gameaudioguru8457
@gameaudioguru8457 4 жыл бұрын
Hi Anton! Thanks for the question. No not at all! This is a very specific operation that is not necessary for using wwise. Getting started using wwise for Audio is much more simple. In my opinion it is much more simple to use wwise with unity when you’re first starting but integrating with UE4 is also pretty easy to do.
@AntonSherar
@AntonSherar 4 жыл бұрын
@@gameaudioguru8457 Thanks for your quick reponse, i really appreciate it. The reason why i stumbled upon your video is because someone else linked to your video about something slightly related to the issue i've been having. Anyways, I think i've figured out what the culprit has been, and that's Github. I've integrated the wwise project into the unreal project and upon sending it back to the developers through git, they have received all sorts of errors, unable to open the project. And testing between 2 computers at my home, ive found out that GitHub doesn't send all of the files between the two pc's. i tried sending the files without github, and it worked! phew..
@gameaudioguru8457
@gameaudioguru8457 4 жыл бұрын
Anton Sherar great! I’m glad you got it worked out.
@metachuko
@metachuko 4 жыл бұрын
I really appreciate these detailed instructions! I've encountered an issue: either I made some kind of mistake somewhere, or the current version of Unreal, (both the source code and C++ versions at least, ) doesn't have the areas in the AkAudioDevice.cpp and AkAudio.Build.cs files that are indicated in the video. I'm kind of able to guess where to enter the code in the cpp file, but I have no clue for the cs file. I encountered the same issue when trying to put the Wwise plugin in Unreal using the method from the GameNoise blog Edit: It seems to be the more recent Wwise Unreal Integration file that doesn't match, not the Unreal Engine version Edit 2: The AkAudio.Build.cs file still doesn't seem to have the section you're referring to in the video
@gameaudioguru8457
@gameaudioguru8457 4 жыл бұрын
Could you please let me know the time code in the video that you are referring to so I could take a look?
@metachuko
@metachuko 4 жыл бұрын
@@gameaudioguru8457 Around 23:00 to 26:00. There isn't the "// Add additional plug-ins here>" line in the AkAudioDevice.cpp file, and there isn't the list of Wwise plug-ins, with the "AddWwiseLib(Target, "LibraryName");" lines in the AkAudio.Build.cs in the newer Unreal Integration files. I actually got everything working though, when using Wwise 2019.1.1.6799, with the Unreal Integration 2019.1.1.6977.something, and the Unreal Source 4.22 specifically. It would be great if someone could figure out where to change the files in the newer version of Wwise/Integration, but it might take some time
@gameaudioguru8457
@gameaudioguru8457 4 жыл бұрын
@@metachuko So you got a pd plugin working? What do you mean by change the files in the newer version of Wwise/integration. Which files and how do you want to change them?
@metachuko
@metachuko 4 жыл бұрын
@@gameaudioguru8457 Yes, I got it working when using the same versions of Wwise, Unreal, and Unreal Wwise Integration that you were using. What I mean by files, are the newer Unreal Wwise Integration files, (specifically AkAudioDevice.cpp and AkAudio.Build.cs,) where I couldn't figure out where to add the PD header and library reference for my plug-in, as the code is significantly different than in the same integration files for Wwise 2019.1.1.6977. So, without knowing the equivalent locations to put the header and library references in the AkAudioDevice.cpp and AkAudio.Build.cs files from the newer Unreal Wwise Integration version, it won't be possible to implement PD plug-ins in Unreal through Wwise on a newer version of Wwise, or a version of Unreal newer than 4.22, as the Unreal Wwise Integration files for 2019.1.1.6977 only work up until that particular version of Unreal.
@gameaudioguru8457
@gameaudioguru8457 4 жыл бұрын
@@metachuko Did you try doing a ctrl+F search on those files? They're still there, but probably on a different line. I would search for 'Add additional plug-ins here'.
@th3jackanator
@th3jackanator 4 жыл бұрын
Very good tutorial! Easy and simple to follow! and still relevant now
@gameaudioguru8457
@gameaudioguru8457 4 жыл бұрын
Thank you for the kind words! Glad you enjoyed the video.
@pmishraofficial
@pmishraofficial 5 жыл бұрын
This is so cool!
@MSSynthwave
@MSSynthwave 5 жыл бұрын
You rock !
@1pmgdrummer
@1pmgdrummer 5 жыл бұрын
Thanks! Glad you liked the video
@MSSynthwave
@MSSynthwave 5 жыл бұрын
@@1pmgdrummer Really helped me ;)
@josephtnied
@josephtnied 5 жыл бұрын
This is an incredible guide, thank you so much.
@gameaudioguru8457
@gameaudioguru8457 5 жыл бұрын
Thank you! I'm glad you found the tutorial useful.
@amauryevra8683
@amauryevra8683 5 жыл бұрын
Awesome, thanks for that one again. I was wondering if it was possible to input parameters into PD. But I do have another question: Is it possible to output parameter values into wwise. For example the result of an fft into a variable that we can get from wwise in unity
@gameaudioguru8457
@gameaudioguru8457 5 жыл бұрын
Yes. You can according to the Wwise section of the readme github.com/enzienaudio/hvcc/blob/master/docs/06.wwise.md "Sending a single float value to an output parameters will in turn cause the corresponding Global RTPC of the same name to be set. This is useful for letting the plugins control other behaviors within the game system." However, as far as I know, none of the fft atoms in pd are supported by Heavy. But you don't need them. Unity has a native function of Audio sources called GetSpectrumData(). Check out this tutorial: kzbin.info/www/bejne/anLZaGtuhZ6mqs0
@amauryevra8683
@amauryevra8683 5 жыл бұрын
Thanks for that complete tutorial man. Tried to get that working on PS4 but heavy clearly does not support it. Too bad.
@gameaudioguru8457
@gameaudioguru8457 5 жыл бұрын
I'm glad you found the tutorial useful. I haven't tried building for consoles myself. What data or errors did you come across that indicated Heavy didn't support PS4?
@amauryevra8683
@amauryevra8683 5 жыл бұрын
@@gameaudioguru8457 Heavy redefines custom allocators for platforms and does not support gaming consoles. If you look at HvUtils.h in generated code you will see all the #define hv_malloc pointing to different allocators per platforms. No PS4 / Xbox. It could probably be added I guess somehow
@itsjustbonnie6418
@itsjustbonnie6418 5 жыл бұрын
Working in a vehicle game how can I setup vehicle pitch sounds
@gameaudioguru8457
@gameaudioguru8457 5 жыл бұрын
Are you working in UE4? Are you working with any middleware like wwise or Fmod?
@christopherhou9655
@christopherhou9655 5 жыл бұрын
Thanks so much for such an epic series! Btw, found the deployment process in UE4 is really much more complicated than in unity...
@gameaudioguru8457
@gameaudioguru8457 5 жыл бұрын
Yes! I would agree the process for Unreal is much more involved. Thank you for watching and I'm glad you found it helpful!
@GarlicBat
@GarlicBat 5 жыл бұрын
HI there! the google drive link is not working, any way you can share it again? thx!
@gameaudioguru8457
@gameaudioguru8457 5 жыл бұрын
Thank you so much for bringing this to my attention. Fixed the download link. Please let me know if there are any remaining problems!
@GarlicBat
@GarlicBat 5 жыл бұрын
@@gameaudioguru8457 thanks! :)
@LiferKill
@LiferKill 5 жыл бұрын
so im having an issue. if my character dies in the cave and spawns back outside the cave sound plays and when i walk into the cave it plays the forest sound. how do i get it to play the forest sound when i spawn back in the forest?
@gameaudioguru8457
@gameaudioguru8457 5 жыл бұрын
Hm. Well there are a couple things you can try. #1) Try setting up a function on spawn to detect what volume you are in. You would need to set up a volume for your forest area for example, and every time the player spawns get the volume that the player is in. Then set up some kind of switch that switches the ambient audio based on the volume detected. #2) Set up a volume for your forest area, and a volume for your cave area and instead of using a BeginPlay node to start the forest ambience, try using an OnActorBeginOverlap node so that whenever the player overlaps with the forest volume, it begins the forest ambience. These are the methods I would start experimenting with. Thank you for watching and asking!
@LiferKill
@LiferKill 5 жыл бұрын
@@gameaudioguru8457 thanks I'll give it a try
@ukkusu
@ukkusu 5 жыл бұрын
Thank you very much!
@gameaudioguru8457
@gameaudioguru8457 5 жыл бұрын
You're welcome!
@boimesa8190
@boimesa8190 5 жыл бұрын
I'm a musician/sound designer looking to get into sound design in your new audio engine :) What is the best to get into starting this for people who have NO experience using unreal? My knowledge of sound design doesn't go much further than vcv racks, pure data, fm synthesis and other sound generators with extensive matrixes. Any help?
@gameaudioguru8457
@gameaudioguru8457 5 жыл бұрын
Hi, I'm not really sure exactly what you're asking. What do you want to learn?
@boimesa8190
@boimesa8190 5 жыл бұрын
@@gameaudioguru8457 as a NON Unreal Engine user, what would be the best way to get familiar and started with it's audio engine?
@gameaudioguru8457
@gameaudioguru8457 5 жыл бұрын
@@boimesa8190 I would point you to this website: www.gameaudioimplementation.com/ There is a book you can find there with the same name. It's a great book that takes you through many aspects of Unreal's audio engine.
@briansullivan5775
@briansullivan5775 5 жыл бұрын
19:35 - how to build for other wwise versions
@gameaudioguru8457
@gameaudioguru8457 5 жыл бұрын
Hi Brian! Thanks for watching. The description for how to build for different Wwise versions starts at 19:26.
@francisconascimento7447
@francisconascimento7447 5 жыл бұрын
I tried to google it but did not find any solution to my problem: when I try to install the packages enum and jinja2 this error appears: "Could not fetch URL pypi.org/simple/enum/: There was a problem confirming the ssl certificate: HTTPSConnectionPool(host='pypi.org', port=443): Max retries exceeded with url: /simple/enum/ (Caused by SSLError(SSLError(1, '_ssl.c:499: error:1407742E:SSL routines:SSL23_GET_SERVER_HELLO:tlsv1 alert protocol version'),)) - skipping" Proposed solution: "Try to run this command from the system terminal. Make sure that you use the correct version of 'pip' installed for your Python interpreter located at 'C:\Python27\python.exe'." i don't know how to run this command form the system terminal. What is your suggestion?
@connorblack1733
@connorblack1733 4 жыл бұрын
I got the same thing happen, I installed 2.7 but not 2.7.16 If you install 2.7.16 it should work