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Wwise Unity Integration Documentation
Adjusting Unity Editor Settings

The Wwise Integration Settings can be found in the Project Settings Window (Edit > Project Settings) under the Wwise Integration section.

For the project settings used in the initialization of the Wwise Sound Engine, consult the Adjusting Wwise Initialization Settings page.

Wwise Project Settings

Wwise Project Path: Location of the Wwise project associated with this game. It is recommended to put it in the Unity Project root folder, outside the Assets folder.

Wwise Application Path: Location of the Wwise application. This is required to generate the SoundBanks from within Unity.

Editor Behaviour Settings

The SoundBank options vary depending on whether you are using Unity Addressables or not. For more information on Addressables, refer to The Wwise Addressables Package for Unity.

SoundBanks Path: Location of the SoundBanks relative to (and within) the StreamingAssets folder. This is used for copying generated soundbanks into the project when building the game. If the Unity Addressables package is installed in your project, this option does not appear. Instead, you must specify the Generated SoundBanks Path.

Generated SoundBanks Path: Location of the generated SoundBanks in your project. This option only appears if the Addressables package is installed in your project. Ensure that the path is under the project's Assets folder so that SoundBanks are imported properly.

Copy SoundBanks at pre-Build step: If selected, SoundBanks are copied to the location specified by SoundBanks Path during building and deployment. We recommend that you select this option. If the Unity Addressables package is installed in your project, this option does not appear.

Generate SoundBanks at pre-Build step: Generates the SoundBanks before copying them during the pre-Build step. If SoundBanks are generated on a specific build machine, we recommend that you do not select this option. If the Unity Addressables package is installed in your project, this option does not appear.

Create WwiseGlobal GameObject: The WwiseGlobal object is a GameObject that contains the Initializing and Terminating scripts for the Wwise Sound Engine. In the Editor workflow, it is added to every scene, so that it can be properly previewed in the Editor. In the game, only one instance is created, in the first scene, and it is persisted throughout the game. It is recommended to leave this box checked.

Add Listener to Main Camera: In order for positioning to work, the AkAudioListener script needs to be attached to the main camera in every scene. If you wish for your listener to be attached to another GameObject, uncheck this box.

Auto-delete WwiseObjectReferences: Components that reference Wwise objects such as Events, Banks, and Busses track these references using WwiseObjectReference assets that are created in the Wwise/ScriptableObjects folder. If this option is checked and a Wwise Object has been removed from the Wwise Project, when parsing the Wwise project structure, the corresponding asset in the Wwise/ScriptableObjects folder will be deleted.

Load Sound Engine in Edit Mode: Loads the Sound Engine in Edit Mode. Disable this setting to verify that the Sound Engine is properly initialized in-game. If this setting is disabled, no sounds play in functions such as the Inspector, the Timeline, and so on. The only way to hear sounds is to click Play in the Editor. This setting affects the Enter Play Mode Behaviors.

Show Spatial Audio Warnings: Warnings will be displayed on Wwise components that are not configured for Spatial Audio to function properly. It is recommended to leave this box checked.

WAAPI Settings

Connect to Wwise: When checked, the editor will periodically attempt to establish a WAAPI connection with an instance of Wwise Authoring.

WAAPI Port: Port to connect to. Can be verified in Wwise Authoring under (Project > User Settings). Default value is 8080.

WAAPI IP address: IP address of the device running Wwise authoring. If it is running on the same machine, use 127.0.0.1.

Wwise Error Message Translator Settings

The Error Translators purpose is to transform numerical IDs in error messages into human-readable names, whenever the information is available. There are two methods available: through SoundBanksInfo.xml and through WAAPI.

If the SoundBanksInfo.xml file is present beside the soundbank files (it is optional), using the XML method is faster.

WAAPI has the advantage of reading directly from an instance of Wwise, with the latest information. But the network communication can be very slow. Because of that it is disabled by default.

XML Translator Timeout Maximum time alloted to search for IDs (milliseconds) for the XML file reader. Set to 0 to disable.

WAAPI Translator Timeout Maximum time alloted to search for IDs (milliseconds) through the WAAPI connection. Set to 0 to disable.


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