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Wwise WebGL Unity integration with addressables guide

This is a video of how me with my team are setting up Wwise projects in Unity.

Here's a written version of a guide:

0:00 Prerequisites:
Wwise with web access
Git

0:40 Create Wwise project (preferably in a separate folder)
1:22 Integrate Wwise in to Unity project
2:10 Add Addressables package h ttps://github.com/audiokinetic/WwiseUnityAddressables.git
2:45 Project settings:
1. Create folder destination path Assets - WwiseData - Banks
2. Change samples per frame to 1024
3. Render During focus loss check
4. Load bank async
4:50 Generate soundbanks
5:30 Check for new addressables:
Window - Asset Management - Addressables - Groups
5:50 Create content build script
Right-click anywhere in the browser and select Create - Addressables - Content Builders - Wwise Build Script.
6:10 Add BuildScriptWwisePacked to the Addressables build scripts
Window - AssetManagement - Addressables - Settings
In the inspector for AddressableAssetSettings, add the BuildScriptWwisePacked asset you created to the Build and Play Mode scripts
6:35 Build addressables group

Things to note: don't use existing build because Unity editor doesn’t have capability to emulate WebGL with Wwise yet!

Build your game

For more info you can look in to:

Wwise documentation on addressables - h ttps://www.audiokinetic.com/en/library/edge/?source=Unity&id=pg_addressables_setup.html

Wwise Up On Air Hands On | Web Audio - https://www.youtube.com/watch?v=mnGCnUI8b4Y

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Tournée Wwise

Les événements ont lieu dans des villes différentes tous les ans. Les intervenants de l'industrie du jeu vidéo, et, plus précisément, les professionnels de l'audio, s'y réunissent pour faire part et tirer profit de leurs expériences et de leurs processus de création respectifs, ainsi que pour profiter de l'expertise des équipes de conception sonore les plus réputées du domaine du jeu vidéo.

Invitez-moi au prochain événement de la tournée Wwise!