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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.

+4 투표
Good day Audio Kinetic,

I am attempting to create a sound modding tool for Unity games that use WWise SoundBanks. The idea is that the user will see a list of SoundEvents by ID and be able to select a .wav to replace the existing one for that event. The tool would attempt to convert the .wav to a .wem file and replace the existing WEM asset in the SoundBank. Due to the chance of breakage, I plan on implementing a backup and restore function as well. The problem is the creation of the WEM file requires WWise to be installed and for a (skeleton) project to exist. I am aware that WWise already has a CLI tool for the conversion (that still relies on a project).

Essentially the two ways to go about this would be either to have the user install WWise and have this tool ship with a skeleton project for use in conversion. The other option is to have a limited portion of the WWise Authoring tool ship as well only for the sake of conversion.

If the above two options are not feasible, is there another end-user friendly way that such a tool could be made? The intention is not to allow sound authoring but simply a drop-in replacement system with a easy-to-use GUI. Any audio modifications would require them to properly install and use WWise Audio.

Regards,
General Discussion Narayan J. (140 포인트) 로 부터
any update on this?

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