コミュニティQ&A

Audiokineticのコミュニティ主導のQ&Aフォーラムへようこそ。ここはWwiseとStrataのユーザのみなさまがお互いに協力し合う場です。弊社チームによる直接のサポートをご希望の場合はサポートチケットページをご利用ください。バグを報告するには、Audiokinetic LauncherのBug Reportオプションをご利用ください。(Q&AフォーラムではBug Reportを受け付けておりませんのでご注意ください。専用のBug Reportシステムをご利用いただくことで、バグの報告が適切な担当部門に届き、修正される可能性が高まります。)

最適な回答を迅速に得られるよう、ご質問を投稿される際は以下のヒントをご参考ください。

  • 具体的に示す:何を達成したいのか、またはどんな問題に直面しているのかを具体的に示してください。
  • 重要な詳細情報を含める:Wwiseとゲームエンジンのバージョンやご利用のOSなど詳細情報を記載してください。
  • 試したことを説明する:すでに試してみたトラブルシューティングの手順を教えてください。
  • 事実に焦点を当てる:問題の技術的な事実を記載してください。問題に焦点を当てることで、ほかのユーザのみなさまが解決策を迅速に見つけやすくなります。

0 支持

Thanks for testing out the Wwise 2021.1 Beta! Here are some resources to get you started and questions we've mapped for feedback.

Unity Addressables (experimental)

Suggestions:

  • Make sure to read and be familiar with the documentation:
    • In your Unity project, open Assets/Wwise/Documentation/Windows/en/WwiseUnityIntegrationHelp_en.chm
    • Navigate to the "Using the Wwise Addressables Package in Unity" page
  • Explore the demo game that supports Addressables. Pay attention to how Addressable Groups are automatically created when generating SoundBanks
  • The simplest way to clean up addressable assets and groups is to delete the files in the generated soundbanks folder
  • Follow the tutorial on packaging DLC.

Questions:

  • Is the workflow to automatically create Addressable Groups appropriate in your production pipeline?
    • If not, how would you prefer to separate wwise assets into Addressable groups?
  • Are you satisfied with the way .bnk and .wem files are automatically wrapped in Scriptable Objects?
  • Do you think this new workflow will make DLC creation and packaging with Wwise and Unity easier?
  • Are there any features of our Addressable package that you would like to be able to toggle on or off?
  • Would you prefer if WwiserAddressableSoundBank assets were also addressable by default? If so, why?

 

Damian K. (530 ポイント) Beta Feedback

回答 1

0 支持

Hi Damian!

  • Are you satisfied with the way .bnk and .wem files are automatically wrapped in Scriptable Objects?

My team is having some issues with this. Sometimes the automatic wrapper isn't occurring on everyone's repo - our workaround has been to temporarily move the platform folders in UnityProject/Assets/WwiseBanks, and then move them back to trigger a reimport. Is this the best workaround?

Corey B. (490 ポイント)
I'm also running into this issue that Corey has described, and his workaround of temporarily moving the WwiseBank platform folders out of the project and then back in does trigger the reimport, however in doing this I lose all of the assigned Addressables labels that I've associated with Wwise Addressables assets and I have to reassign them individually which is very tedious. Is there a better way that preserves the label assignments, or better yet is there a timeline for fixing this issue in the Wwise Addressables package?
Bumping this stale reply in case anyone has insight in 2023...
...