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Audiokinetic의 커뮤니티 Q&A는 사용자가 Wwise와 Strata 커뮤니티 내에서 서로 질문과 답변을 하는 포럼입니다. Audiokinetic의 기술 지원팀에게 문의하고 싶으신 경우 지원 티켓 페이지를 사용해주세요.

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Hi there everyone, we are using Wwise in Unity, and pretty much happy with it since it gets most of the things easier for us.

In my project, I have a huge scene, and lots of lots of sound caster objects, different camera's etc. and I do call Wwise events frequently, so as you can understand, in the project, I deal with Wwise a lot and have lots of sounds, which Wwise handles.

My question is, let's say that I need to add an audio to the project, but I'm unable to do it so using Wwise. (Since I'm not the audio developer and can't wait for soundbank to get updated by developer). When I add the Unity's default audio listener, and also keep the AkListener on the camera, I'm able to hear both Wwise driven events and Unity's own audios. But what I fear is, using Unity's own Audio Listener and a simple ogg files to add extra sounds without using Wwise events, will it cause problems about memory management or how Wwise handles the sounds? Inside the editor, there is no problem for the 1 sound file I added, but I don't want to end up with sound errors on the Editor or on the Build after I add more, that's why I'm asking.

Thanks, have a nice day.
General Discussion Inan E. (100 포인트) 로 부터

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