I am using Wwise 2017.1.5 with Unity 2019.2.0 and deploying to Android on Oculus Quest
Wwise soundbank path in Unity is configured to Audio/GeneratedSoundbanks (Relative to the StreamingAssets directory)
However on device we receive AK_FileNotFound when attempting to load any soundbanks
Failed load Init.bnk with result: AK_FileNotFound
Our app is creating a DecodedBanks folder in our app's data directory and is attempting to load the banks from here. This has been confirmed by manually copying the soundbanks to this directory.
I have been unable to find any configuration in Unity or the Wwise scripts where this is being set. AkInitializer::GetBasePath() returns Audio/GeneratedSoundbanks as expected. AkBasePathGetter:GetFullSoundBankPath() also returns Audio/GeneratedSoundbanks
Wwise has not been configured to encode/decode banks on device so I'm not sure why the project is attempting to load from the DecodedBanks directory.
Any assistance with this would be greatly appreciated.