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Beta 2021.1 - Suggestions/ Questions: Unity Addressables (experimental)

0 votes

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)


  • 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.


  • 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?


asked Dec 18, 2020 in Beta Feedback by Damian K. (320 points)

1 Answer

0 votes

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?

answered Oct 9 by Corey B. (350 points)