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Wwise Unity Integration Documentation
Using AkBank from the Inspector
  • Load On: The moment the game should load the SoundBank. Click to select one or more of the following options:
    • Start: When the scene loads. This is the default setting and normal way to load SoundBanks.
    • Nothing: Default option from Unity, which should not be used.
    • Everything: Default option from Unity, which should not be used.
    • Awake: When the current game object becomes active.
    • Destroy: When the scene ends. Intended for unloading rather than loading a SoundBank.
    • AkTrigger options: There are multiple AkTrigger options. AkTriggerEnter, for example, could be applied so that when a player enters a room the SoundBank loads. Be aware of the risk of lag in sound should the SoundBank not be loaded when a room sound would be needed. See Wwise 301's Loading SoundBanks using Triggers for a more thorough overview of using Triggers to load SoundBanks.
  • Unload On: The moment the game should unload the SoundBank. Click to select one or more of the following options:
    • Start: When the scene loads. Intended for loading rather than unloading a SoundBank.
    • Nothing: Default option from Unity, which should not be used.
    • Everything: Default option from Unity, which should not be used.
    • Awake: When the current game object becomes active. Intended for loading rather than unloading a SoundBank.
    • Destroy: When the scene ends. This is the default setting and normal way to unload SoundBanks.
    • AkTrigger options: There are multiple AkTrigger options. AkTriggerExit, for example, could be applied so that when a player exits a room the SoundBank unloads.
  • Asynchronous: Returns the LoadBank function call immediately, indicating if the load request is successfully queued, allowing for other operations to perform while the actual loading continues in the background. The synchronous version will block the main processing thread waiting for the load to complete. Asynchronous calls are best for large SoundBanks which do not need to be loaded immediately.
    See also
    • The SDK reference doc for the asynchronous version of LoadBank
  • Decode compressed data: Decompresses all the SoundBank's Vorbis and Opus compressed files.
    See also
  • Save decoded bank: Stores the uncompressed files to disk so as to have them available to load more quickly after the SoundBank has been unloaded.
  • Name: Click to select the SoundBank from those already defined in WwiseProject > Banks. To add a new SoundBank, you can click the Create new 'SoundBank' button within the Wwise Project Explorer's SoundBanks tab.
See also

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