커뮤니티 Q&A

Audiokinetic의 커뮤니티 Q&A 포럼에 오신 것을 환영합니다. 이 포럼은 Wwise와 Strata 사용자들이 서로 도움을 주는 곳입니다. Audiokinetic의 직접적인 도움을 얻으려면 지원 티켓 페이지를 사용하세요. 버그를 보고하려면 Audiokinetic 런처에서 Bug Report 옵션을 사용하세요. (Q&A 포럼에 제출된 버그 보고는 거절됩니다. 전용 Bug Report 시스템을 사용하면 보고 내용이 담당자에게 정확히 전달되어 문제 해결 가능성이 크게 높아집니다.)<segment 6493>

빠르고 정확한 답변을 얻으려면 질문을 올릴 때 다음 팁을 참고하세요.

  • 구체적인 내용을 적어주세요: 무엇을 하려는지, 혹은 어떤 특정 문제에 부딪혔는지 설명하세요.
  • 핵심 정보를 포함하세요: Wwise와 게임 엔진 버전, 운영체제 등 관련 정보를 함께 제공하세요.
  • 시도한 방법들을 알려주세요: 문제 해결을 위해 이미 어떤 단계를 시도해봤는지 설명해주세요.
  • 객관적인 사실에 초점을 맞추세요: 문제의 기술적 사실을 중심으로 설명하세요. 문제에 집중할수록 다른 사람들이 더 빠르게 해결책을 찾을 수 있습니다.

+2 투표

Trying to integrate with my Unity project, and it gets stuck on this step "Executing Unity to complete the installation. This may take a few minutes, please wait..." for hours. Having checked the logRunSetup file (which will run into several gigs if I don't stop it) this entry is just being spammed out on loop.

Start importing Assets/Wwise/Editor/ProjectData/AkWwiseProjectData.asset using Guid(636f3dcfa105fe046803ce49395c4f0a) Importer(-1,00000000000000000000000000000000)  -> (target hash: '31a0c186f52bb4297a6e1cda2c680034') in 0.001053 seconds
Import parameters got modified during import
UnityEditor.AssetDatabase:CreateAsset(Object, String)
AkWwiseProjectInfo:GetData() (at Assets\Wwise\Editor\WwiseWindows\AkWwiseProjectInfo.cs:57)
AkWwiseWWUBuilder:GatherModifiedFiles() (at Assets\Wwise\Editor\WwiseWindows\AkWwiseWWUBuilder.cs:376)
AkWwiseWWUBuilder:InitializeWwiseProjectData() (at Assets\Wwise\Editor\WwiseWindows\AkWwiseWWUBuilder.cs:69)
AkWwiseWWUBuilder:.cctor() (at Assets\Wwise\Editor\WwiseWindows\AkWwiseWWUBuilder.cs:285)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
UnityEditor.EditorAssemblies:ProcessInitializeOnLoadAttributes(Type[])

[C:\buildslave\unity\build\Modules/AssetDatabase/Editor/V2/AssetImportManager.cpp line 353] 
(Filename: Assets/Wwise/Editor/WwiseWindows/AkWwiseProjectInfo.cs Line: 57)

It does work if I try integrating into an empty project. I've seen similar threads about issues with the Metro folder existing, but this is a fresh Unity 2020.1.0f1 install and I only have windows standalone platform folder so these other threads don't fix this issue I'm having. What could be in my project that is stalling the integration tool?

Having had a quick look at AkWwiseProjectInfo.cs:57 it looks like the wrong define is being used here. "UNITY_2019_3_OR_LATER" should be "UNITY_2019_3_OR_NEWER", but there's a wayward else causing an error even then. Where does this specific file get imported from, and is it possible for me to modify it before the WWise tool tries to import it?

General Discussion Adam C. (120 포인트) 로 부터
I have managed a workaround by importing Wwise into an empty Unity project, fixing the offending code in AkWiseProjectInfo.cs, then moving the Wwise folders into my existing project and refreshing it through the Wwise launcher. Appears to have done the trick and is working so far. Only way I could get the integration to work without errors in the launcher.
I ran into exactly the same problem!

1 답변

0 투표
I have the exact same problem. I am running Unity 2019.4.20f1 and I was looking to integrate the compatible Wwise 2019.2.9.7459 into the project two weeks after my team had made some headway on the project. It hung on the "Executing Unity to complete the installation. This may take a few minutes, please wait..."  dialogue. As Adam suggested, I tried the workaround, and while it took a few hours, I had some success. I will detail my process here in case any specifics help those who run into a similar problem.

I created a new, blank project of the same unity version and integrated wwise into that project. I then took the wwise folder that was introduced into the project folder and copied/moved it into my destination project. Then I took to editing the code as Adam suggested:

AkWwiseProjectInfo.cs is found in:

C:\...\projectName\Assets\Wwise\Editor\WwiseWindows

c.s.49:
#if UNITY_2019_3_OR_LATER
change to -->
#if UNITY_2019_3_OR_NEWER

I also had to do make the following change, but I'm too inexperienced with C# to know if it really changed anything.
c.s.54:
else --> delete
insert 'else' below '#else' on c.s.55

Move Wwise folder from blank project asset folder to destination project's Asset folder
Manually create a StreamingAssets folder within ProjectFolder that contains folders as follows:
C:\...\ProjectFolder\Assets\StreamingAssets\Audio\GeneratedSoundBanks
Using the Wwise editor within Unity's project settings, ensure that the SoundBanks Path under Asset Management is set to the GeneratedSoundbanks folder that you just created within StreamingAssets.
Soundbank generation should properly configured according to the end of the first part of the Wwise tutorial by AudioKinetic, including overriding soundbank controls and setting up the correct Windows folder within the Soundbanks folder in the Wwise project, not the Unity project assets folder. Soundbanks\Windows is very different from the created GeneratedSoundbanks direcory.

I created a new Wwise project and then saved it within the Unity project folder.

After these changes, and constant fiddling with the directories to get the above, the sound engine was initialized successfully in my Unity project and the Wwise Launcher could find the wwise project file within the context of the unity project.
Gabriel P. (140 포인트) 로 부터
...