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Wwise Unity Integration Documentation
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By default, the Wwise Unity Integration assumes the platforms defined in the associated Wwise project all have the default name. If you wish to give your platforms a custom name or define multiple custom platforms for a base platform, you will need to create a C# script to handle this.
Note: | This page assumes that the subfolder in which your SoundBanks are generated has the same name as your platform. If this is not the case, note that the string returned by the GetPlatformName method is actually used as the in-game SoundBank subfolder name. |
The default platform resolving script can be found in the file <UNITY_PROJECT_ROOT>/Assets/Wwise/API/Runtime/Handwritten/Common/AkBasePathGetter.cs
. As seen in the GetPlatformName()
method, default names for all platforms are returned by this function. If you wish to use your own platform names, you will have to register a method to the GetCustomPlatformName
delegate. It is recommended to use a static method called through the RuntimeInitializeOnLoadMethod
attribute to register to the delegate.
This example will only cover a use case for the iOS platform. In the example, you wish to have three different custom platforms for the iOS base platform: one for iPods, one for iPhones, and one for iPads.
GetCustomPlatformName
delegate. The contents of this file should be as follows: Note: | If platformName is left unmodified, the default platform name for the current active Unity platform will be used. |
AkBuildPreprocessor
or (b) create a C# script that uses the functionality within AkBuildPreprocessor
. The contents of the file could be as follows: UNITY_PROJECT_ROOT/Assets/StreamingAssets/Audio/GeneratedSoundBanks
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