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.

+1 vote

Basically the title. I'm guessing this is simple, but I can't see where I've made my mistake.

  • the Wwise integration in Unity would suggest that the Soundbanks should be generated into "UnityProjectName/Assets/StreamingAssets/Audio/GeneratedSoundbanks" with folders inside the GeneratedSoundbanks Folder for Windows, Mac, iOS, Android, Linux, and Windows Phone.
     
  • In Wwise, the default location to generate Soundbanks into is "WwiseProjectName/GeneratedSoundBanks" with folders inside for the platforms, and currently my Unity project only registers changes in Wwise when I generate my soundbanks here.

How can I set up my Unity Project / Wwise integration to read the Soundbanks out of the UnityProjectName/Assets/StreamingAssets/Audio/GeneratedSoundbanks folder, instead of the Wwise directory? 

If I go to "Edit>Wwise Settings" in Unity's menu bar, the Soundbank Path appears to point to "UnityProjectName/Assets/StreamingAssets/Audio/GeneratedSoundbanks", so that looks correct. However. Changes to my audio events only are reflected in my game once I've generated the soundbanks to the "WwiseProjectName/GeneratedSoundBanks" folder, even when I go to "Soundbank Manager > User Settings > Soundbanks Settings" and click "Override Project SoundBank Settings" and "Override Project SoundBank Paths" to point to the Unity project instead.

in General Discussion by Chris P. (350 points)

1 Answer

+4 votes
 
Best answer

We recommend generating the SoundBanks outside of Unity's assets folder. The reason for that is that there is no way to specify platform-specific files in the StreamingAssets folder. Everything in that folder gets copied in your built game. If you have the SoundBanks for multiple platforms there, they will end up is all your builds, resulting in bloated game size.

When iterating in the Editor, the integration will actually load the banks from where Wwise generates them. In your case, the integration looks in "WwiseProjectName/GeneratedSoundBanks", and loads the banks from there. In the build game, though, the banks have to be in the StreamingAssets folder. We recommend manually copying only the SoundBanks for the platform you are building within StreamingAssets, build the game, and then delete them from StreamingAssets.

There is a way to automate this, though, and we provide an example script do accomplish that (UNITY_PROJECT_ROOT\Assets\Wwise\Editor\WwiseMenu\Common\AkExampleAppBuilderBase.cs).

For more information on all of this, you can refer to the Unity integration documentation (Help > Wwise Help), under section Wwise Unity Integration > Build for target platform.

by Benoit S. (Audiokinetic) (16.0k points)
selected by Chris P.
This answer doesn't work for Unity Collab.
Is this still true? When I generate soundbanks other than streaming assets folder Unity editor can't load the banks and throws "WwiseUnity: Failed to set SoundBanks base path to <C:\Dev\DoWGame\Assets\StreamingAssets\Audio\GeneratedSoundBanks\Windows\>. Make sure SoundBank path is correctly set under Edit > Project Settings > Wwise > Editor > Asset Management."
...