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Why do I need to link my .wproj in Wwise 2013.2.8 for unity?

0 votes

Hello,

I have Downloaded WWise Unity integration for Windows (2013.2.8 ) and I have some issues with it.

I am working with Unity 4.5.1f3 on Windows 7, and I need to compile for IOS/Android/WebPlayer (But fist it must work with windows :) )

I have another project that run on Wwise 2013.2.3 and I already had some code and some prefab so I started from that

I extracted the package into my project and the wizard ask me :

the Wwise proejct path - > I left it blank (quote from the setup windows : "Note that is it recomended for the Wwise project to reside in the game project's root folder. If the Wwise project for this game does not exist, te field can be left blank. "

Soundbank Path -> "Audio\GenreratedSoundBanks"

The installation completed succesfully, but when I launch the game, I got this error : 

 

UnauthorizedAccessException: Access to the path 'C:\Users\maxime.savard\Desktop\WWiseUpdated\Assets\' is denied.
System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.IO/FileStream.cs:259)
System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share)
(wrapper remoting-invoke-with-check) System.IO.FileStream:.ctor (string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)
System.Xml.XmlUrlResolver.GetEntity (System.Uri absoluteUri, System.String role, System.Type ofObjectToReturn)
Mono.Xml2.XmlTextReader.GetStreamFromUrl (System.String url, System.String& absoluteUriString)
Mono.Xml2.XmlTextReader..ctor (System.String url, System.Xml.XmlNameTable nt)
System.Xml.XmlTextReader..ctor (System.String url, System.Xml.XmlNameTable nt)
System.Xml.XmlDocument.Load (System.String filename)
AkUtilities.GetWwiseSoundBankDestinationFolder (System.String Platform, System.String WwiseProjectPath) (at Assets/Wwise/Deployment/Components/AkUtilities.cs:111)
UnityEngine.Debug:LogException(Exception)
AkUtilities:GetWwiseSoundBankDestinationFolder(String, String) (at Assets/Wwise/Deployment/Components/AkUtilities.cs:131)
AkBankPathUtil:GetPlatformBasePath() (at Assets/Wwise/Deployment/Components/AkBankPathUtil.cs:88)
AkInitializer:Awake() (at Assets/Wwise/Deployment/Components/AkInitializer.cs:111)
 

After some research, I found out that it is because my *.wproj is not set, If i set it, it work.

For some reason, I dont want any reference to my .wproj into my unity project, is it possible?

Thank you for your answer!

asked Aug 7, 2014 in General Discussion by Maxime S. (100 points)

1 Answer

0 votes
Giving the path to your Wwise project allows you to use the new integration features. To populate the Wwise Picker window (and the inspectors), our integration needs to know where your Wwise project is, so it can parse it. In fact, there isn't much you can do (besides writing code from scratch) if you don't supply your Wwise project to the integration; the bundled components might not work properly.

Is there a specific reason why you wish not to point the integration to your Wwise project?
answered Aug 8, 2014 by Benoit S. (Audiokinetic) (16,020 points)
Is there any way to make it not be linked to the wise project path and not have the new features? I was just fine before, in the 2012 version, but since apple has forced us to use 64 bit, i have to upgrade wwise versions and I don't have access to the wwise project. The person is thousands of miles away and not even working with us as much as he used to. I would really really like to not have the wise project file in unity... Especially, since I would not be the person exporting the banks anyway... So, is there any way to make it not be linked to the wise project path and not have the new features?
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