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Hi all,

I'm working on a multiplayer game in Unity using Wwise, and I’d like to know if there’s a way to differentiate each local instance of my game when selecting the remote connection in the Wwise Profiler.

Currently, all instances show the same parameters, and the only difference Wwise displays is the port number, which makes it hard to tell them apart.
I’ve tried using: AkSoundEngine.SetNetworkName(instanceName);…but it doesn’t seem to work in recent Wwise versions.

Does anyone know a clean way to make multiple local instances easily identifiable?

Thanks in advance!

Nicolas R. (140 ポイント) General Discussion

回答 1

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ベストアンサー

Hi Nicolas,

By default, the Wwise integration uses UnityEngine.Application.productName as the Application Name in the Remote Connections window if a custom network name is not specified in the Wwise Communication Settings (Project Settings → Wwise Initialization → Wwise Communication Settings → Network Name).

You can append a unique identifier to settings.szAppNetworkName in
Assets\Wwise\API\Runtime\Handwritten\Common\AkCommonPlatformSettings.cs
to easily distinguish your multiple local instances in the Remote Connections window. (Wwise 2025.1.2)

Alessandro Famà (6.2k ポイント)
Guillaume R. (Audiokinetic) 選択
Nice thank you, It's working! I didn’t think of actually changing the networkName directly from the script.

I tried appending a unique identifier, but I still need a reliable per-instance ID. Is there a way to read a network id from AkCommonPlatformSettings? Accessing the processor id is not ideal and seems unreliable, and choosing a random processor does not solve the problem.

Ideally I would like to know whether the instance is a client or a server and, if possible, a stable local network id for each instance. From inspecting AkCommonPlatformSettings it looks like this information might be not reachable. Could you point me to the exact field or API to read the network id, or suggest a robust method to generate a stable per-instance identifier on the same machine?

Thanks.
Wwise's network name and remote connection system are designed primarily for debugging and profiling audio in real time, not for tracking individual game instances in a multiplayer environment. That means things like distinguishing clients and servers or assigning unique identifiers are responsibilities for your game to handle.

A simple approach is to generate a unique ID for each instance at runtime and append it to the network name, or include role information like "Server" or "Client" so it's immediately clear which instance is which in the Profiler. For a more consistent identifier per machine, you could combine the machine name with the process ID, but anything like that needs to be done on the game side, Wwise won’t do it automatically.
Thanks for the clarification!

Following your suggestion, my programmer managed to generate a per-instance identifier in Unity and append it to the network name, using the virtual player window’s name, making it easy to distinguish multiple Play Mode instances in the Wwise Profiler.
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