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WAG - do I generate soundbanks in Unity or Wwise?

0 votes
Hi

I'm trying to work with the Wwise Adventure Game and I'm confused where I should be generating sound banks from. Do I do this in Unity or in Wwise? If it's Wwise could someone please tell me the path I should be putting in the Soundbank User Settings window? (I'm on a Mac).

Also - when testing implementation I understand that I can teleport to each section / area of the game but do I really have to keep playing the full game from scratch in order to test sounds for actual gameplay elements such as the Final Reveal or Core Destruction??

Any help appreciated.

Thanks
asked Sep 28, 2018 in General Discussion by Skip D. (100 points)
Hey Skip

For the first part, you always set the SoundBanks from Wwise, and it doesn't have to be in the Assets/Streaming folder anymore, as long as you've got the "Enable copying of soundbanks at pre-Build step" option selected in the Wwise Settings in Unity.

In WAG, we use the folder WwiseAdventureGameSource > GeneratedSoundBanks folder. If you just downloaded it, make sure the folders are structured like this...
https://www.audiokinetic.com/courses/wwise251/?source=wwise251&id=Installing_the_Wwise-251_Course_Project_Files#read
... and you should see the generated SoundBanks in there.

For the second question, you should see a secondary menu on the right side when pressing ESC. That's where you jump to a certain quest. So if you'd like to listen to the Final Reveal, you should:

- Press ESC > Teleport to the core.
- Press ESC > In the "Quest Navigation" menu you click the sphere next to quest 8, then 8.1 and lastly 8.2.

If you do this repeatedly, you can also move the Player gameObject closer to the core when in edit mode, and you won't have to teleport.

Hope this helps!

2 Answers

0 votes
Hi Skip

Wether you generate your soundbanks from Wwise or press the button in Wwise picker in Unity should make no difference.
The soundbank path needs to be set correctly though, and should point to .../Assets/StreamingAssets/Audio/GeneratedSoundBanks/Windows/ (For the windows soundbank).

I'm afraid I can't help you with the second one :-/

Kind Regards
Tobias
answered Oct 16, 2018 by Tobias D. Nielsen (2,450 points)
0 votes

Hey Skip

For the first part, you always set the SoundBanks from Wwise, and it doesn't have to be in the Assets/Streaming folder anymore, as long as you've got the "Enable copying of soundbanks at pre-Build step" option selected in the Wwise Settings in Unity. 

In WAG, we use the folder WwiseAdventureGameSource > GeneratedSoundBanks folder. If you just downloaded it, make sure the folders are structured like this... 
https://www.audiokinetic.com/courses/wwise251/?source=wwise251&id=Installing_the_Wwise-251_Course_Project_Files#read
... and you should see the generated SoundBanks in there. 

For the second question, you should see a secondary menu on the right side when pressing ESC. That's where you jump to a certain quest. So if you'd like to listen to the Final Reveal, you should:

- Press ESC > Teleport to the core. 
- Press ESC > In the Quest Navigation" menu you click the sphere next to quest 8, then 8.1 and lastly 8.2

If you do this repeatedly, you can also move the Player gameObject closer to the core when in edit mode, and you won't have to teleport. 

Hope this helps!

answered Jan 5, 2019 by Mads Maretty S. (Audiokinetic) (38,280 points)
Sorry for hijacking, but I have a related problem. I want to test just changing a sound in the wag wwise project before starting from scratch with a clean project. I've tried just importing a sound into an existing sfx object, and also disabling sounds/events and then generating the soundbank. However when I go into the Unity project nothing has changed and all sounds/music are still there. I have set the wwise setting paths as described in the course documentation, and even deleted everything from inside both soundbank folders in wag source folder, but still all sounds are present in the unity project.  What am I missing? thanks
Hey Peter

No problem :) Here are a few thoughts, but if you have time to make another post, please do so and I will add this answer to it there. That will make it easier for someone else to find this response from the Q&A list.

So back to your problem; What do you mean with "nothing has changed and all sounds/music are still there"? Still in the Wwise picker? or still selected in the Wwise-Type properties? or is it when you press play that the sounds from the original WAG is still playing?  

If you are not seeing anything in the Wwise Picker, then...

* Did you save the Wwise project before heading into Unity? Because there's a lot of information that is fetched directly from the Wwise project and not the generated SoundBanks (so that if you haven't generated soundbanks you will still be able to see the content of the Wwise project in the Wwise picker).
Here's a bit more info on the Wwise picker:
https://www.audiokinetic.com/library/edge/?source=Unity&id=unity__picker.html

* Did you only download WAG or did you also download the Wwise-251 or Wwise-301 content? Cause when including the certifications, there's quite a lot of Wwise projects that are almost identical (except for the modifications related to the course steps). As such, if you have the original Wwise Project referenced in the Unity > Wwise Settings while working in the Wwise-301 Wwise Project, you will not see any changes in Unity.

So in other words, if you have added an Event to your Wwise project and the path in Unity is set to that exact same Wwise project, you should see all Events from the 'saved' Wwise project in the Wwise picker.

Let us know how it goes and if you make another post, please put a link to it here as well.
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