社区问答

欢迎来到 Audiokinetic 社区问答论坛。在此,Wwise 和 Strata 用户可互帮互助。如需我们团队直接提供协助,请前往技术支持申请单页面。若要报告问题,请在 Audiokinetic Launcher 中选择“报告错误”选项(注意,问答论坛并不会接收错误报告)。我们内部设有专门的错误报告系统,会有专人查看报告并设法解决问题。

要想尽快得到满意的解答,请在提问时注意以下几点:

  • 描述尽量具体:比如,想达到什么样的目的,或者具体哪里有问题。
  • 包含关键细节:比如,Wwise 和游戏引擎版本以及所用操作系统等等。
  • 阐明所做努力:阐明自己为了排除故障都采取了哪些措施。
  • 聚焦问题本身:聚焦于问题本身的相关技术细节,以便别人可以快速找到解决方案。

0 投票
Wwise is integrated in Unity 5.0 for the project just fine.  The issue is this:

We import animations from Maya as fbx files and use the Unity Event timeline to add tags to the animations that trigger sound events in Wwise. I can tag animations, then switch to the game window to try and listen; hoping the animation I just tagged might get played, but I CANNOT hear any sounds in the editor window where I tag the animations.  I cannot be the first person to run into this issue.  How do I enable the ability to initialize the AK Audio Engine in the editor window so I can iterate on sound tag placement when using the Event Timeline?  This is a blocking issue on two existing projects using Unity and Wwise.

 

If we need to build a third party tool so be it, but I can't imagine that a solution for this does not already exist somewhere...

 

Any help is greatly appreciated.

 

Todd Masten

Audio Director - Microsoft
分类:General Discussion | 用户: Todd M. (100 分)

1个回答

0 投票
Unfortunately, the SoundEngine only gets initialized when actually playing the game. We do have an issue on our road map to run the SoundEngine when in the editor, but I can't give a time estimate for its availability.
用户: Benoit S. (Audiokinetic) (16.0k 分)
Editor-time sound engine in Unity
Hi there.

We're currently looking at integrating Wwise into an editor-based utility to create our in-game cutscenes. Naturally, we need audio playback whilst building these to get our dialogue and sfx timing correct.

Has there been any further movement along the road-map towards supporting the SoundEngine in the editor?
Hi Is this solved now?

Working on creating a custom unity scene that would allow preview of animation/audio, and tagging via Wwise.  This would help with rapid iteration of sound design/sync for current and new game animations. This feature is native in UE4, but not currently native in Unity.

Ideally, Unity scene would allow the following:

Sound designer to drop model in Unity scene - press play to preview the animation in the timeline, and hear the sounds via Wwise

See all sub animations for the model - click on the sub animation to preview

Field that allows addition for Wwise event

Play button that can trigger one-shot or loop

Field for the bone that sound would attach

Would be nice if we can see the bones on the character

Would be nice to see any particles attached

Similar to this but not exact -

https://assetstore.unity.com/packages/tools/animation/mecanim-event-editor-16357

and

https://assetstore.unity.com/packages/tools/animation/animation-event-key-editor-24097?fbclid=IwAR2JshcjkBA8sQHoTKakzglLlDiZX8FD5oJD7nGXOzrAOXOKpcCwBSyWOVQ
...