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2019.1.11.7296
2018.1.11.6987
2017.2.10.6745
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2016.2.6.6153
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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
Wwise Unity Integration Documentation
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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:
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.
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.
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