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Wwise Unity Source tree problem

0 votes

Greetings, we are using Unity 2017.1.3f1 with Wwise  2017.2.4.6590, Wwise Integration 2017.2.4.6590.1064. 

I succesfully integrated Unity and Wwise, generated soundbank and push my commits via Source Tree, but when the programmer tries to build the project the Wwise won't let it happen.

It works perfectly on my machine though.

The console gives errors:

WwiseUnity: Could not find source folder for <Android> platform. Did you remember to generate your banks?
UnityEngine.Debug:LogError(Object)
AkBuildPreprocessor:CopySoundbanks(Boolean, String, String&) (at Assets/Wwise/Editor/WwiseSetupWizard/AkBuildPreprocessor.cs:97)
AkBuildPreprocessor:OnPreprocessBuildInternal(BuildTarget, String) (at Assets/Wwise/Editor/WwiseSetupWizard/AkBuildPreprocessor.cs:132)
AkBuildPreprocessor:OnPreprocessBuild(BuildTarget, String) (at Assets/Wwise/Editor/WwiseSetupWizard/AkBuildPreprocessor.cs:165)
UnityEditor.HostView:OnGUI()

----------------------------------------------------------

WwiseUnity: Soundbank folder has not been copied for <Android> target at <C:/Users/user/Desktop/Soccer.apk>. This will likely result in a build without sound!!!
UnityEngine.Debug:LogError(Object)
AkBuildPreprocessor:OnPreprocessBuildInternal(BuildTarget, String) (at Assets/Wwise/Editor/WwiseSetupWizard/AkBuildPreprocessor.cs:135)
AkBuildPreprocessor:OnPreprocessBuild(BuildTarget, String) (at Assets/Wwise/Editor/WwiseSetupWizard/AkBuildPreprocessor.cs:165)
UnityEditor.HostView:OnGUI()

 

demandé 15-Mai-2018 dans General Discussion par Miras O. (120 points)

1 Réponse

–2 votes
I've met the same problem. It seems that AkBuildPreprocessor.cs has checked and try to copy the generatedSoundbanks data from your [ProjectName]_WwiseProject. If you put the GeneratedSoundBanks data under your Assets/StreamingAssets/Audio/..  like what i did, then you can modify the code (in AkBuildPreprocessor.cs) "UnityEngine.Debug.LogError("WwiseUnity: Could not find source ...")" into "UnityEngine.Debug.LogWarning(...)" to avoid to interrupt Building process without being no sound.Wwise will also find that and build into your project. Just have a try!
répondu 21-Mai-2018 par Leon W. (100 points)
Thanks for response, i will try it
First of all thanks for mentioning this solution! Just a little update that maybe can help someone in the future. I've removed the Wwise project from the Unity Project folder, and just copy-pasted the soundbanks as mentioned in this answer. I've got the same errors and I had to modify these 2 scripts to make the build work without problems:

AkBuildPreprocessor.cs AND AkBasePathGetter.cs

In both of them just change the LogErrorFormat() call to LogWarningFormat() in the lines showed in Unity Console.
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