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I've bee struggling with this Unity error for a long time. I have generated sound banks in my Wwise project and in the streaming assets in Unity. Any ideas about what to look for?

Unity 2019.3.3 and Weise 20192.0

Thank you!

Nikolaj d. (160 ポイント) General Discussion
We recently moved the Wwise project folder out of our Unity project's main repository. After making sure everything was set up, I tried removing the project folder to simulate what it will look and sound like for members of the team who won't have the Wwise project. Upon opening the Unity project, the same warning popped up.

https://i.imgur.com/zHNa2xg.png

To be clear, it wasn't there when Unity was able to find the Wwise project folder. This leads me to believe that it's looking in the project folder itself to find the folder it mentions, as opposed to in the GeneratedSoundBanks folder.

回答 1

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Hey Nikolaj

Unfortunately I cannot see the image. Could you upload it again? or add a link to it?

In relation to SoundBanks subfolder not found, what's the path to your generated SoundBanks? Do you have platform specific folders in your "GeneratedSoundBanks" folder (like 'Windows', 'Mac', etc)? What about your Wwise Settings in Unity, how does that look? What about your User Settings in your SoundBank Layout, what's the paths in there?
Mads Maretty S. (Audiokinetic) (40.2k ポイント)
Hi Mads,
How do I re-path the Unity project to the Wwise project?
Manually copying the folder GeneratedSoundBanks folder from the Wwise project didn't help...
In the Wwise Editor, click the ... and relocate your Wwise Project. That said, if all of this doesn't make a difference, let's go back to how the SoundBanks are loaded in the first place. I can't see that you're getting a load bank fail error, so can you explain a bit more on how you do that?
I'm simply just using the AkBank component to load the soundbank on Awake: https://www.dropbox.com/s/s9j899q1heh88zj/Wwise%20Soundbank%20load.png?dl=0
Hi! I am having the same issue. Was this ever solved?
I'm having this issue too, but only with WebGL build setting; if I build the game for PC, Mac & Linux Standalone it works just fine.
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