Table of Contents
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 do the following:
- Import a WAV file. Drag and drop one from a File 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… in the SoundBank Manager.
- Put your Event in the SoundBank. To do so, drag and drop the Event from the Project Explorer to the SoundBank.
- Click Generate Selected. You now have something to play.
Now, to integrate a sound in your Unity project:
- Open the Wwise Picker window (Window > Wwise Picker), 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:
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