menu
 
버전
2024.1.2.8726

2024.1.2.8726

2023.1.10.8659

2022.1.18.8567

2021.1.14.8108

2019.2.15.7667

2019.1.11.7296

2018.1.11.6987

2017.2.10.6745

2017.1.9.6501

2016.2.6.6153

2015.1.9.5624


menu_open
알림: 고객님의 주요 출시 버전( 2024.1.2.8726 )에 해당하는 최신 설명서로 이동했습니다. 특정 버전의 설명서를 보시려면 Audiokinetic 런처에서 오프라인 설명서를 다운로드하고 Wwise Authoring의 Offline Documentation을 확인하세요.
Wwise Unity Integration Documentation
Using Auto-Defined SoundBanks in Unity

In order to use Auto-defined SoundBanks in Unity, you must first enable them in Wwise Authoring. For details, refer to Automatically Defining SoundBanks. You must also ensure that the following settings are properly selected in the Wwise Project Settings:

  • "Object GUID" and "Object Path" under Include in Metadata.
  • "Generate JSON Metadata" under File Types.

Manual Configuration

When you select an event for a Wwise Event reference, the "Is In User-Defined SoundBank" checkbox appears. Leave it cleared if you are using an event contained in an auto-defined Soundbank.

If you are using an event contained in a user-defined SoundBank, select the box, add an AkBank Component to the GameObject, and select the user-defined SoundBank that contains the effect.

When using the Wwise Addressables package, the checkbox is selected automatically. You still have to add an AkBank Component when using a user-defined Soundbank.

For more details about the differences between auto-defined and user-defined SoundBanks, refer to Understanding Auto-Defined and User-Defined SoundBanks.

Required Subfolder Settings

When using the manual integration, you must ensure that the "Use Sub Folder For Generated Files" setting in Unity matches the "Create sub-folders for generated files" setting in Wwise Authoring.


이 페이지가 도움이 되었나요?

지원이 필요하신가요?

질문이 있으신가요? 문제를 겪고 계신가요? 더 많은 정보가 필요하신가요? 저희에게 문의해주시면 도와드리겠습니다!

지원 페이지를 방문해 주세요

작업하는 프로젝트에 대해 알려주세요. 언제든지 도와드릴 준비가 되어 있습니다.

프로젝트를 등록하세요. 아무런 조건이나 의무 사항 없이 빠른 시작을 도와드리겠습니다.

Wwise를 시작해 보세요