menu
 

AudiokineticのコミュニティQ&AはWwiseやStrataのコミュニティ内でユーザ同士が質問・回答をし合うことができるフォーラムです。Audiokineticテクニカルサポートチームからの回答をご希望の場合は、必ず サポートチケットページ をご利用ください。

+4 支持

Hi, I'm trying to split the application using wWise with no success.

First, I tried to remove in AkInitializer.cs all the initializing code from the Awake method and I created a static method to initialize. When my app start, after I checked the OBB file is loaded, I copy the Init.bk file from the streaming data path to the persistent data path.

Then I call my Initialize method in AkInitializer.cs with an added line for AkSoundEngine.AddBasePath that add my path to where I copied my file.

No error in the console but no sound in the game.

 

I then tried to use AkMemBankLoader in my first scene where the sound bank was loaded. this component is added to a GameObject that is never destroyed. Then again, no sound in my application.

I then added in the project settings AK_LOAD_BANK_IN_MEMORY but then I found that AkInitializer.cs was calling a method in AkMemBankLoader witch is not even static so it's impossible to build with this error.

 

Could someone who successfully build a split android application on Unity help me please?

Mathieu C. (150 ポイント) General Discussion

回答 2

+2 支持
Hey !

I'm trying to do the exact same thing, with sound banks downloaded into the persistent data path. The path I'm adding looks like this > /storage/emulated/0/Android/data/com.companyname.projectname/files/Audio/GeneratedSoundBanks/Android/

I'm getting this path by combining persistent data path and base path from Wwise. When I check inside the device storage, the folder exists and so does the bank I try to load, but when I log the AKRESULT of the LoadBank, I'm getting "AK_FileNotFound"

Is there something I'm missing ? I don't get errors or exceptions besides what I manually log, and obivously I get no sounds out of the device

Have someone found a solution to this ? The Wwise documention state it should be doable

Note : When I put the banks into the streaming assets and package them with the build, everything works fine, so the sound banks are not at fault.
Cédric B. (190 ポイント)
0 支持
I have exactly the same problem as Cedric, using Unity 5.3 and Wwise v2015.1.1.
No matter what I call as an argument of AkSoundEngine.AddBasePath, I get AK_FileNotFound.
I've been trying absolute and relative paths to the sounbank file and its parent folder.
Could anyone provide an example of correctly called AkSoundEngine.AddBasePath in split-apk Android?
Michal K. (160 ポイント)
...