At this point, you should be able to try playing sounds from Wwise in your game. If you haven't already set up your Wwise project with a few sounds, events, and SoundBanks, you will need to start Wwise and create the following:
- Import a WAV file. Drag and drop one from a Windows Explorer window to the Project Explorer's Audio tab. This will create a Sound.
- Create an Event. Right-click on the Sound and select
New Event. Name it appropriately.
- Create a SoundBank. Go to the SoundBanks layout (F7). Click New.
- Put your event in the SoundBank. To do so, drag and drop the Event from the Project Explorer to the SoundBank.
Generate SoundBanks. You now have something to play.
Now, to integrate a sound in your Unity project:
- Open the Wwise Picker window (Window > Wwise Picker). If you have properly set up the Wwise Project path in the
Wwise Setupwindow, it should show you your Events and your SoundBanks.
- Drag and drop your SoundBank on the object in your scene.
- Drag and drop your Event on an object in your scene.
- Play your game! You should hear a sound on start-up.
You didn't hear anything? Read more on the Troubleshooting page.
The current integration of Wwise into Unity provides a few Unity components that will cover some of the regular usage cases.
AkAmbientto place scene-bound sound emitters.
AkBankto load a SoundBank.
AkEnvironmentto colliders to set up reverbs in a specific zone.
- Read more about the other components.
However, it is important to have the support of a programmer to write scripts to implement the more complex behaviors you want in your game. You can find more information on the Wwise API in these two sections:
Generated on Tue Aug 23 02:44:59 2016 for Wwise Unity Integration by 1.6.3