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Before proceeding with this section, complete the setup steps described in Getting Started.
You can now use scripts provided by Audiokinetic together with your SoundBanks to create XR experiences in your Unity project. To learn about how to use Wwise within Unity, see Wwise Unity Integration documentation.
To integrate Wwise into a Unity project, see Integrating Wwise into a Unity Project.
If the plug-in was not installed correctly during integration, Unity displays “plug-in not found” errors in the console. These error messages, along with other Wwise engine errors, often include the class ID of the plug-in.
Below are the Class IDs for the Meta XR Audio SDK Plug-ins for Wwise:
Sink plug-in: 148
Metadata plug-in: 15722
Experimental Metadata plug-in: 15723
To control the parameters of the sink plug-in from your game in Unity, and therefore use
full control built-in reverb among other things, you must add the C# scripts packaged
with your Wwise installation at [Wwise installation directory]\SDK\plugins\MetaXRAudio\Unity\Runtime\scripts
to your Unity project as described in Getting Started.
After adding the scripts to your project, you can attach the
MetaXRAudioWise.cs script to any game object to control the reverb
settings. Attach the script to only one object in any given scene (only one should
ever exist concurrently).
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