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Wwise Unity Integration Documentation
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This page lists known issues and limitations in the Wwise Unity Integration. For platform-specific issues, see the relevant section under 各プラットフォーム固有の情報.
Upgrading Wwise in a Unity project causes errors, notably "An infinite import loop has been detected". Make sure to update your Unity project to a supported version (see リリースノート - Wwise Unityインテグレーション 2023.1.7).
The Wwise Unity Integration does not support the Unity Cloud Build service.
ネーティブWwise SDKの以下の機能やファンクションは、Integrationでサポートされていないか、動作が変更されています(最新の変更から順に記載):
AK::SoundEngine::DynamicSequence
API functions have different names in their Unity API bindings to compensate for the namespace-flattening side effects caused by SWIG. 例えば AK::SoundEngine::DynamicSequence::Open()
は本来、生成されたAPIで AkSoundEngine.Open()
となるはずである。Instead, in the API binding its name is AkSoundEngine.DynamicSequenceOpen()
.AkArray::operator[]
becomes AkPlaylistArray.ItemAtIndex(uint uiIndex)
. This is done according to how SWIG handles C++ overloaded operators.AkSpeakerVolumeMatrixCallbackInfo
AkSpeakerVolumeMatrixBusCallbackInfo
AkBusCallbackFunc
AK::SoundEngine::RegisterBusVolumeCallback
AK::SoundEngine::RegisterCodec
AK::SoundEngine::RegisterGlobalCallback
AK::SoundEngine::RegisterPlugin
AK::SoundEngine::Query::AkGameObjectsList
AK::SoundEngine::Query::GetActiveGameObjects()
AK::SoundEngine::Query::GameObjDst
AK::SoundEngine::Query::AkRadiusList
AK::SoundEngine::Query::GetMaxRadius(AkRadiusList& io_RadiusList)
AK::SoundEngine::DynamicDialogue::ResolveDialogueEvent
that accept callbacks or event names