Wwise Unity Integration Documentation
If you notice Wwise Components, such as
AkState, lose references to their Wwise object, you may have added AkWwiseProjectData.asset to version control. If AkWwiseProjectData.asset is locked, such as often is the case when under version control, new files will be created of the form AkWwiseProjectData##.asset. If this occurs, delete all of them, then click Auto populate in the Wwise Picker to regenerate the file.
|Note:||Do not keep AkWwiseProjectData.asset under version control! This is a temporary cache file for the Wwise project data, so as to avoid having the Wwise Picker continuously parse the Work Unit files.|
If you have just upgraded Wwise from a previous version, you may have duplicate scripts. In version 2013.2.8, the
UNITY_PROJECT_ROOT\Assets\Wwise\Deployment\Examples folder was renamed to
Components. If you haven't made any changes to the scripts in the
Examples folder, you can simply delete it.
Also, if you develop on multiple platforms, make sure that you have installed the UnityPackage for each of your development platforms. There are some scripts that are platform-specific.
If you see a DllNotFoundException message about AkSoundEngine in the Unity console on Windows, this can be caused by two missing dependencies:
Debugconfig of the Wwise-Unity Integration, you also need the Microsoft Visual Studio 2010 Debug Redistributables installed. Normally, the
Profileconfiguration is installed by default, so this should not be an issue unless you manually installed the
If you hear no sound in your game, check the following:
AkSoundEngine.PostEventcalls in your game scripts.
If your game is running on Windows, check the following:
backgroundsetting is enabled in Unity (menu File > Build Settings > Player Settings).
Profilehave the communication code enabled.
If your game is running on another computer or console, check the following:
If you see a Wwise: Error during installation: Access to the path is denied message in the Unity console, check the following:
Release) from the Assets > Wwise > Install Plugins menu right after:
Release) right away.
If, using Wwise for Mac, you see an error during SoundBank generation about not being able to write to Wwise_IDs.h, check the following:
Header file pathto where the SoundBanks are generated.
Your Wwise project uses a licensed plug-in which hasn't been included yet in your AkSoundEngine dynamic library. See Adding Plug-ins.
Using Unity for Mac, upon importing the Integration, the Unity Console might display many errors that say:
These errors can be safely ignored, as the installation process will properly activate the correct plug-ins.
The Audiokinetic Launcher will fail to integrate Wwise into or migrate Wwise in a Unity project that has Google Play Services installed when the build target is set to Android. To workaround this limitation, open the Unity project, set the build target to a non-Android platform, close Unity, and restart the integration or migration via the Launcher.