gtreshchev / RuntimeAudioImporter

Runtime Audio Importer plugin for Unreal Engine. Importing audio of various formats at runtime.
MIT License
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Change in the binka encode methode #56

Closed TheOneDarkling closed 11 months ago

TheOneDarkling commented 11 months ago

Hi, I tried your plugin in 5.3, but the UECompressBinkAudio function (unreal engine -> binka_eu_encode) has 10 inputs. There is an error in BINK_RuntimeCodec.cpp.

BINK_RuntimeCodec.cpp(111): [C2660] 'UECompressBinkAudio': the function does not require 10 arguments.

I don't know exactly which parameter is needed (maybe SeekTableMaxEntries?)

gtreshchev commented 11 months ago

Whether you're using the engine from the sources at https://github.com/EpicGames/UnrealEngine/tree/5.3 branch or pre-compiled from Epic Games launcher, I'm not quite sure what could be causing the issue, as the plugin should work fine in both cases. Please make sure you're using the latest 5.3 engine version with all the recent updates, since there have been some changes in the recent engine versions related to the BINK implementation in UE which led to a few tweaks in the input parameters of the UECompressBinkAudio function (though there are macros in place to ensure it works correctly across all supported engine versions).

To check this, you can open the binka_ue_encode.h file in your UE build, located in the Engine/Source/Runtime/BinkAudioDecoder/SDK/BinkAudio/Include directory, and make sure it matches the one found here: https://github.com/EpicGames/UnrealEngine/blob/5.3/Engine/Source/Runtime/BinkAudioDecoder/SDK/BinkAudio/Include/binka_ue_encode.h

TheOneDarkling commented 11 months ago

You're right, I was using the latest release of the plugin and unreal 5.3.1. By cloning the repository directly, everything works perfectly. Thanks