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Hi ok, so this is our second project with wwise. Last project we hacked around it, but I feel like its time to take matter at hand.
We just integrated wwise to our project, we have our banks at
\Assets\StreamingAssets\Audio\GeneratedSoundBanks\Windows

So, the thing is that only our sound designer has the Wwise project, and generates the banks into our repository - which is then used by the other members.

As such the Wwise Project Path, and Wwise Windows Installation Path is not valid for the others, who are receiving the " WwiseUnity: Failed load Init.bnk with result: AK_FileNotFound" when starting the scene.

Currently we have fixed the "GetPlatformBasePathEditor" function with a try/catch where if it fails we return an empty string - which fixes _this_ problem for now.

It feels like this should be working out of the box and not require us to dive into the code, are we simply doing this wrong or what?

Thanks for any input
Christian
Christian M. (150 ポイント) General Discussion

回答 1

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Hi there, this is a known problem on our end it is tracked with issue number WG-37021. This will be fixed in next patch release of the Unity Wwise Integration 2017.2.3 that is scheduled to come out in a couple of weeks.
Noemie P. (Audiokinetic) (12.9k ポイント)
thank you for the answer!
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