커뮤니티 Q&A

Audiokinetic의 커뮤니티 Q&A 포럼에 오신 것을 환영합니다. 이 포럼은 Wwise와 Strata 사용자들이 서로 도움을 주는 곳입니다. Audiokinetic의 직접적인 도움을 얻으려면 지원 티켓 페이지를 사용하세요. 버그를 보고하려면 Audiokinetic 런처에서 Bug Report 옵션을 사용하세요. (Q&A 포럼에 제출된 버그 보고는 거절됩니다. 전용 Bug Report 시스템을 사용하면 보고 내용이 담당자에게 정확히 전달되어 문제 해결 가능성이 크게 높아집니다.)<segment 6493>

빠르고 정확한 답변을 얻으려면 질문을 올릴 때 다음 팁을 참고하세요.

  • 구체적인 내용을 적어주세요: 무엇을 하려는지, 혹은 어떤 특정 문제에 부딪혔는지 설명하세요.
  • 핵심 정보를 포함하세요: Wwise와 게임 엔진 버전, 운영체제 등 관련 정보를 함께 제공하세요.
  • 시도한 방법들을 알려주세요: 문제 해결을 위해 이미 어떤 단계를 시도해봤는지 설명해주세요.
  • 객관적인 사실에 초점을 맞추세요: 문제의 기술적 사실을 중심으로 설명하세요. 문제에 집중할수록 다른 사람들이 더 빠르게 해결책을 찾을 수 있습니다.

+2 투표
This binary is an additional 7.3MB that is x86/x86_64 and is only needed by Mac. How can we get it into a Mac specific folder? If I move it the files in Assets/Wwise/Deployment/API/Generated/Mac fail to compile. Any suggestions greatly appreciated.

Cheers,

scott

 

Our version.txt has the following:

Wwise Unity Integration Version Info:

Stable Version (SVN): 1648

Based on Wwise SDK: 2014.1.3 Build 5219

Unity Integration Version: 5

Installed Platforms: Windows Mac iOS Android
General Discussion Scott R. (120 포인트) 로 부터

1 답변

0 투표
Is this using Unity 4.6, or Unity 5? There seems to be a bug in Unity 5 about this: http://answers.unity3d.com/questions/928441/ios-build-is-including-mac-bundle-files-into-xcode.html

Note that the Unity 5 Integration uses the new plugin inspector functionality, so there is no need to keep on using the Assets/Plugins folder for Wwise.
Benoit S. (Audiokinetic) (16.0k 포인트) 로 부터
We are using Unity 5.0.1p4 at the moment. We are trying to stay at the cusp of il2cpp fixes.

How would we go about taking advantage of your Note above? If I move those files somewhere else I get many DllNotFoundException: AkSoundEngine from Assets/Wwise/Deployment/API/Generated/Mac/AkSoundEngine_Mac.cs

[Edit 1]
Oh. Never mind. If I move this over to Assets/Wwise/Deployment/API/Generated/Mac I don't see the DllNotFoundException when I play in the Editor.

[Edit 2]
However, after the move to Assets/Wwise/Deployment/API/Generated/Mac/ and do an iOS build the AkSoundEngine.bundle is still in the iOS build.

[Edit 3]
I'm going to hazard a guess it is because Assets/Wwise/Deployment/API/Generated/Mac/AkSoundEngine_Mac.cs begins with the following line?
#if UNITY_STANDALONE_OSX || (UNITY_EDITOR_OSX && UNITY_STANDALONE_OSX) || (UNITY_EDITOR_OSX && UNITY_IOS) || (UNITY_EDITOR_OSX && UNITY_ANDROID)

I assume these defines are so you can play in the editor but don't exclude this code if building to either iOS or Android?
In Unity 5, the Plugin inspector was introduced: http://docs.unity3d.com/Manual/PluginInspector.html

Basically, it eliminates the need for the Assets/Plugins folder.

Before, in Unity 4, we stored ALL versions of our plugins (Debug, Profile, Release) in Assets/Wwise/Deployment/Plugins. When you installed a specific configuration, we copied it over to the Assets/Plugins folder, and this is the plugin that ended up in the game.

Unity 5 has no need for the Assets/Plugins folder any more; we simply need to check the correct checkboxes in the Plugin Inspector. This means that all our plugins can stay in Assets/Wwise/Deployment/Plugins, and we have a script to activate the correct plugins.

In your case, I think it is safe to say that you can simply delete the AkSoundEngine plugins that are found in Assets/Plugins, and then, using the menus, go to Assets > Wwise > Activate Plugins > Profile. The only place the Wwise plugins should be in your project is in Assets/Wwise/Deployment/Plugins.
...