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.

0 투표

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!

General Discussion Nicolas R. (140 포인트) 로 부터

1 답변

+1 투표
 
우수 답변

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 포인트) 로 부터
선택됨 Guillaume R. (Audiokinetic) 로 부터
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.
...