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0 votes
Hello, we are a third-party studio providing sounds for a unity game project, we need to make soundbanks for the unity project in our own studio, but we can't access the unity project in our own studio because of the other party's confidentiality, how should we edit the wwise project on our own computer and integrate it into the other party's unity project?
We could go to each other's studios to get some integration work done, but couldn't get there often.
in General Discussion by peijian h. (100 points)

1 Answer

0 votes

Hey Peijian, 

That's a super good question. 
Safest solution is probably to set up a Wwise project with the overall hierarchal structure and hooks, and don't change that structure while you're working remote. So here's what I would do...

1. In your Project Explorer, set up your hierarchy with Sound SFX or Random Container objects. If there's just the slightest chance you'll be using multiple variations for a sound, use a Random Container, cause you can always have a Random Container with just one variation.

2. Create corresponding Events and SoundBanks. Preferably with a solid naming convention, so that any party will know what it is. 

3. Hook it up in Unity. If you are using Wwise-types and you're not the one to add that in the scripts, make sure they know how to validate the properties. 

Then as you work remotely, the key is not to change the related structure of events and associated containers, but just update the contents within those containers. 

Cheers!

by Mads Maretty S. (Audiokinetic) (40.2k points)
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