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0 支持
Wwise version: 2021.1.4.7707

Unity version: 2020.3.24f1

I'm having a problem with no audio playing in the Android build of a Unity project, and I'm not sure what the cause might be.

When playing a scene in-editor on Windows, Wwise events are working and are playing back with no issues.

e.g. In this scene I've loaded a sound bank using an AkBank script, and an event is playing using an AkAmbient script with no problem:

https://drive.google.com/file/d/1e25T0dYw5LczBLBz9tAKdtDcO8xMAVCh/view?usp=sharing

However, when playing an android build of the same scene on Oculus Quest 2, no audio can be heard in game.

The android soundbanks appear to be being built to the correct location, as far as I can tell:

Project Settings > Soundbanks: https://drive.google.com/file/d/1pD7XvrFFLdYesDP_Zt-YeIgTEm6Z9xn3/view?usp=sharing

User Settings > Soundbanks: https://drive.google.com/file/d/1EgsMI40u9AIAiJ4TjlIo2RgdqgvEX3Kf/view?usp=sharing

User Settings > External Sources: https://drive.google.com/file/d/1So5fqo8K-jUm-pffiKlfb0_FmwToIVia/view?usp=sharing

Unity Project Settings > Wwise Editor: https://drive.google.com/file/d/1iAa2S6tf_d5hA8o8i-YhYdd9KTqei8xS/view?usp=sharing

Any ideas on what might be causing the issue?
Tom Bennett (270 ポイント) General Discussion

回答 1

+2 支持
Update for anyone having the same issue - the fix I have working for now is to make sure that in Unity > Edit > Project Settings > Wwise Editor that the 'Copy SoundBanks at pre-Build step' setting is disabled.

When this setting is enabled, when making a build, Wwise tries to copy the android soundbanks over the existing android soundbanks in the android soundbanks path. It then seems to fail, and ends up deleting the android soundbanks altogether.
Tom Bennett (270 ポイント)
I’m having the same issue and this didn’t help sadly. I have audio in the editor coming from my computer, but never any audio coming from my quest 2. Even when the game is built to the platform. Any help or advice would be really appreciated, I’ve been going in circles for a couple of days now. I’m using the auro 3D plugin, the sound banks are being saved to the correct place, I’ve unchecked this box and I feel like I have done everything that I can find
I've never built for Quest 2 but I notice that if I select patch as opposed to building and sending an apk across to my phone and installing, there will be no sound. I don't know if you can do a similar thing with Quest 2?
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