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+4 投票
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,
分类:General Discussion | 用户: Narayan J. (140 分)
any update on this?

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