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+2 支持
For the Unity integration it seems like Wwise should have an option to generate wwise_IDs.cs directly, either in place of or in addition to the c++ .h file. The current process that requires manually generating the .cs file with python script called from "Convert Wwise Soundbank IDs" seems error prone to setup and use.  Or am I missing something?
Chris C. (130 ポイント) Feature Requests
I have been wondering about this for quite some time too!
Also, I find that it generates and saves the file under StreamingAssets which means it isn't included in the code project. Surely the point of this is being able to include the file in the solution and access the IDs within? Or am I also missing something?
Agreed on this. This thread was a while ago but a simple change of being able to specify where the c# file is generated would be big.

It actually wasn't very hard to add some editor code to do this for us.

This is the last part that I added to the wwise convert script.

```
if (success)
        {
            int lastSlash = bankIdHeaderPath.LastIndexOf("/");

            string csharpFilePath = $"{bankIdHeaderPath.Substring(0, lastSlash)}/Wwise_IDs.cs";
            string unityFilePath = csharpFilePath.Substring(csharpFilePath.IndexOf("Assets"));
            string newLocation = "Assets/Scripts/Shared/WwiseIds.cs";

            AssetDatabase.MoveAsset(unityFilePath, newLocation);
        }
```

The success variable is a boolean that is set depending on whether the conversion was successful or not.

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