社区问答

欢迎来到 Audiokinetic 社区问答论坛。在此,Wwise 和 Strata 用户可互帮互助。如需我们团队直接提供协助,请前往技术支持申请单页面。若要报告问题,请在 Audiokinetic Launcher 中选择“报告错误”选项(注意,问答论坛并不会接收错误报告)。我们内部设有专门的错误报告系统,会有专人查看报告并设法解决问题。

要想尽快得到满意的解答,请在提问时注意以下几点:

  • 描述尽量具体:比如,想达到什么样的目的,或者具体哪里有问题。
  • 包含关键细节:比如,Wwise 和游戏引擎版本以及所用操作系统等等。
  • 阐明所做努力:阐明自己为了排除故障都采取了哪些措施。
  • 聚焦问题本身:聚焦于问题本身的相关技术细节,以便别人可以快速找到解决方案。

0 投票
Q: "What is the location of the Generated Sound data in unreal? Is it located under the content folder?"
分类:Beta Feedback | 用户: Damian K. (530 分)

1个回答

+1 投票
In the 2022.1 integration, the location for Generated SoundBanks is up to the user. You decide where soundbanks are generated in the SoundBank settings in Wwise Authoring. In your Unreal project, you just have to make sure you set the "Generated SoundBanks folder" setting to point towards the same folder that Wwise is generating SoundBanks in. You could set your Generated SoundBanks folder to be in your Content folder, but we don't necessarily reccomend this.

Your Wwise assets in Unreal don't need to be in a specific folder anymore, and they no longer wrap the binary bank and media data as they did in Event-Based Packaging. Instead, when they are packaged, the necessary information needed to load properly is serialized into the cooked asset, and bank and media files it uses are copied into the staging directory (the specific location for which is also in the Wwise Unreal project settings).
用户: Etienne R. (Audiokinetic) (1.1k 分)
...