The Wwise Unity Integration provides several options for SoundBank management, and has several unique requirements as well. If you use the integration, be aware of the following things:
- The recommended SoundBank location varies depending on whether you use Unity Addressables or not (The Wwise Addressables Package for Unity). If you use Addressables, you must specify a location within your project's Assets folder to ensure that the SoundBanks are imported propertly. If you are not using Addressables, you can specify a location outside of the project. Refer to Setting the SoundBank Location and Installing the Wwise Unity Addressables Package for more information.
- You can generate SoundBanks in Unity through the Wwise Picker. Refer to Wwise Picker for more information.
- Unity developers can use the AkBank class to perform various SoundBank operations such as loading, unloading, and decoding.
- Auto-defined SoundBanks are supported and enabled by default. If you do not want to use them, disable the appropriate option in the Wwise project. In Wwise Authoring, go to Project > Project Settings > SoundBanks and ensure that Enable Auto Defined SoundBanks is cleared. Refer to SoundBanks Tab. For more details about auto-defined SoundBanks in Unity, refer to Using Auto-Defined SoundBanks in Unity.
- For more details about the differences between user-defined and auto-defined SoundBanks, refer to Understanding Auto-Defined and User-Defined SoundBanks.