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,

We're using the Unity Wwise integration plugin on Windows, and although our linked Wwise project is nearly empty, we're getting compile times of around 400% longer than we were before Wwise was integrated - is there anything we can do to try and reduce this? I'm not talking about the startup time when hitting play - just the time when we modify one of our own scripts (unrelated to Wwise, and containing no Wwise code) - we have to wait on Unity Editor for a long time.

Thanks
General Discussion Shaun C. (110 포인트) 로 부터
Hi, is anyone able to give any pointers on this?

Thanks
Did you find a fix or workaround for this ?
We have the same issue and it may force us to integrate wwise way later in the project.
I'm also having this issue on a project that I'm working on.  

I'm noticing that wwise doesn't copy soundbanks into streaming assets until project build, and am going to try to manually copy them and see if the compile time decreases

1 답변

0 투표
Hey. It sounds weird. Have you tried removing the Wwise integration, and importing it again? Just to confirm, try building/compiling it without Wwise and measure the time spent.

It should take that long, even when Wwise is implemented in your apps.
Egil S. (1.1k 포인트) 로 부터
Hi, yeah I've tried reimporting Wwise several times. I noticed that the script compilation doesn't seem to be the problem - error appear (or disappear, if fixed) after the first few seconds (which is a fairly normal compile time for us), but there's a longer delay after that, where Unity can hang, and the compiling spinner at the bottom-right of the Unity window doesn't really spin. My assumption is that this is a step performing audio compression or copying files from one place to another. It doesn't happen if Wwise is taken out of the project.

Thanks
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