Community Q&A

Welcome to Audiokinetic’s community-driven Q&A forum. This is the place where Wwise and Strata users help each other out. For direct help from our team, please use the Support Tickets page. To report a bug, use the Bug Report option in the Audiokinetic Launcher. (Note that Bug Reports submitted to the Q&A forum will be rejected. Using our dedicated Bug Report system ensures your report is seen by the right people and has the best chance of being fixed.)

To get the best answers quickly, follow these tips when posting a question:

  • Be Specific: What are you trying to achieve, or what specific issue are you running into?
  • Include Key Details: Include details like your Wwise and game engine versions, operating system, etc.
  • Explain What You've Tried: Let others know what troubleshooting steps you've already taken.
  • Focus on the Facts: Describe the technical facts of your issue. Focusing on the problem helps others find a solution quickly.

0 votes

Hi Everyone,

I'm currently trying to build a WebGL version of my Unity game with Wwise integration, and I’ve hit a roadblock with the Wwise Addressables workflow.


Setup:

  • Unity version: 2023.2.20f1

  • Wwise version: 2024.3.8749

  • Target platform: WebGL

  • Wwise Addressables package: Installed


Steps I followed:

  1. Integrated Wwise into the Unity project.

  2. Installed the Wwise Addressables package.

  3. Created the path: Assets/WwiseData/Banks

  4. Set the SoundBank output path in Wwise to: WwiseData/Banks

  5. Enabled "Generate Metadata Files: XML" in Wwise Project Settings.

  6. Generated SoundBanks for the Web platform.

  7. Verified that the .bnk files are generated under Assets/WwiseData/Banks/Web.


Problem:

  • SoundbanksInfo.xml is not generated.

  • As a result, Unity logs this error:

    Could not parse SoundbanksInfo.xml for Web. Check Assets/WwiseData/Banks/Web/SoundbanksInfo.xml for possible corruption.
    
  • I tried creating the SoundbanksInfo.xml file manually, but it’s rejected by the Wwise Addressables system.


What I need help with:

  • Is this a known issue with the 2024.3 Wwise version and WebGL?

  • Are there any extra steps required to ensure that SoundbanksInfo.xml is generated?

  • Am I missing a required config in the project or SoundBank settings?

This is currently blocking me from finishing the WebGL deployment — everything else appears to be wired correctly, and the only missing piece is that metadata file.

Any help would be greatly appreciated!

Thanks in advance,
Noam

in General Discussion by Noam Hoze (100 points)

1 Answer

0 votes

Hi Noam,

In Wwise, go to Project -> Project Settings. In the SoundBanks tab, in the Metadata Files option group, try enabling these two options:

  • Generate All Banks Metadata File
  • Generate XML Metadata
Save and generate banks again. This combination should produce SoundBanksInfo.xml at the root of your SoundBanks path for all selected platforms.
by Philippe M. (580 points)
Thanks for the help, Philippe! That actually solved it — the `SoundbanksInfo.xml` is now being created properly and the groups are created automatically.

(Side note: using the **Wwise Picker > Generate SoundBanks** in Unity *didn't* generate the `SoundbanksInfo.xml` file for me. I had to do it from the Wwise Authoring app directly.)

Now I’ve hit another issue: while the addressable groups are set up and the banks appear correctly in the list, there’s an error during build:

```
error CS0266: Cannot implicitly convert type 'object' to 'AK.Wwise.Unity.WwiseAddressables.WwiseSoundBankAsset'. An explicit conversion exists (are you missing a cast?)
```

It seems like the AddressableBankManager is trying to access a sound bank as an object and fails to cast it to the correct type.
...