I currently have a music system that is depending on two separate state groups.
Group A: 1,2,3
Group B: 1,2
Now, I would like to set the states to Group A: 1 and Group B: 2 before the music ever plays, so in the event, I have it set Group A;1 and Group B:2, and then there is a .5sec delay before the music system is actually played. Now, this is all fine and dandy if I am connected to the Unity project via the remote profiler; however, it blasts all states, as if none were set, if I just play the game from Unity without Wwise connected.
Any ideas as to what is going on?