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A few questions about Unity Integration

0 votes

Hi,

I'm new to Wwise and to using it with Unity, and though I have gotten the integration to work, I'm still dealing with some loose ends and have a few questions:

 

  1. The base path. The Wwise documentation implies you set this in the AkGlobalSoundEngineInitializer basePath public ivar, which is exposed to the editor. However, I found that this variable is not really used. Instead, the path is hardcoded to /Audio/GeneratedSoundBanks in AkBankPath. I had to modify both scripts to actually look in the path that I set in the editor property. What's the deal with this? Just sloppyness or am I missing something?
  2. Also about paths: since I'm on Mac, I'm using Unity natively under OS X and in tadem, the Wwise authoring tool via VMWare and I share the OS X Unity project folder so I can generate the soundbanks into the assets folder. However, the authoring tool (downloaded the latest one for Windows) doesn't automatically generate any "platform-specific" subfolders for my wwise files. That is, again, the Unity integration scripts assume the path to be /Audio/GeneratedSoundBanks/<my-platform>/ which in my case would be Mac (I set the authoring tool to generate for Mac). The documentation says wwise will automatically generate the platform-specific folders but it just dumps all the stuff in GeneratedSoundBanks. Am I missing some setting? cause right now I just manually create the /Mac folder.
  3. The C# methods AkSoundEngine.PostEvent and AkSoundEngine.LoadBank for instance, have a few overloads, including ones where I can refer to the soundbanks or events by their ID. However, if I try to use these (say, AkSoundEngine.LoadBank(<unsigned int>, AkSoundEngine.AK_DEFAULT_POOL_ID), where the <unsigned int> I got from the .h header) I get Ak_Fail. If I use the overloads that reference the objects by string name then it works.
  4. The integration comes with a C# script that seems to fork a process to call Python in turn to covert the C++ header into a C# script. This always fails unless I manually execute the Python script myself from outside Unity. Might be a permissions thing, but has anyone experienced this?
  5. The Profiler: I set up the Unity player to run in the background and am using the "Profile" version of the plugin. However, when I start the Unity OS X standalone app, the profiler in VMWare does not see it. This I'm thinking might just be that I'm trying to see a running instance of the sound engine inside an OS X binary from a Windows virtual machine. But I'm just wondering if anyone has gotten the Windows profiler to see an OS X Unity binary. 
  6. About switching to the "Release" version of the plugin for relase builds: It's not clear to me from the documentation whether I have to manually (or write a script to do it) remove the "Profile" version and install the "Release" version when I'm going to do a Release build or if I should install both version in Unity and it'll select the right one.

Thanks!

asked Nov 17, 2013 in General Discussion by Federico S. (100 points)

1 Answer

0 votes

Hi,

I don't know about all these problems, but there you go:

1. Noticed the same thing with an older version of the unity integration, nowadays I don't bother fixing it, I just play it nice and put my banks in the default folder...

4. I had the same problem, and it seems it was related to unescaped spaces in my unity project's path. A friend of mine modified AkWiseIdConverter.cs and it seems to work ok now. The fix is to replace line 43 of the script to :

start.Arguments = string.Format("\"{0}\" \"{1}\"", m_converterScript, bankIdHeaderPath); // escaped spaces

Hope that helps :)

answered Nov 20, 2013 by Matthieu B. (730 points)
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