Audiokinetic's Community Q&A is the forum where users can ask and answer questions within the Wwise and Strata communities. If you would like to get an answer from Audiokinetic's Technical support team, make sure you use the Support Tickets page.

0 votes
Right now, we are trying to integrate Wwise into a Unity project for Apple Arcade (so IOS, tvOS and OSX, plus we need windows to work for development purposes).

I can integrate Wwise into the project, and that seems to go OK. The Wwise project is created, and it appears that the supporting infrastructure is generated too.

I get the inevitable "cannot find ini.bnk" errors, but that's ok, because if I go into the Wwise project and create an empty sound bank, those errors go away, at least when in generating builds mode. In the Editor, we still see those errors, since the sound banks generated are in the Wwise Project space, which is not in the scope of Unity (ie under assets), so of course, when in editor more, Unity can't see those soundbanks (which, incidentally, I've no idea how to get around. Is there not code for #If Editor that allows Unity to see external to then assets directory, for development purposes? If there is, it doesn't appear to work with Unity 2019.4.4f1)

However, the real issue here is that when generating an OSX build - using the "create XCode Project" setting - while it appears that Unity creates the Xcode project correctly (including copying the OSX specific soundbanks to assets/audio/streaming, for the duration of the build), when I try and switch from OSX settings to IOS settings in the Build Settings dialog, Unity suddenly tries to basically reimport everything - and this is a fairly large project, so this requires 10 mins or so - and then ends up in an endless loop trying to generate compute shaders. It will literally sit there for hours, if you let it, caught in the infinite import loop.

The only way to stop this is to actively end Unity, via the Force Quit option at the OS level. However, if you do this, the next time you open the project, it's hopelessly corrupted, with errors coming out of the wazzo.

Now I've not tried integrating WWise with the project in Windows instead of OSX, but  a) my feeling is that this is systemic - Unity does the same thing in windows that it does in OSX when it comes to tracking meta data and reimporting; it is the same code under the hood, after all - so platform switching is unlikely to fix it and b) I can't generate an OSX build on Windows anyway, so I have no choice but to return to OSX to do that, and we are right back where we started.

 

I've tried this integration more than once, the other times, ensuring I exit Unity after the project has been integrated and also after sound banks have been generated, but each time, I get the same result when switching from OSX to IOS in the build settings.

My suspicion is that the Wwise extra code for on building a bundle is tripping some setting in the more recent versions of Unity that then forces Unity into a reimport, only some crucial flag somewhere - that would stop the infinite looping of trying to compile compute shaders (note, we are using metal as the target renderer on IOS, because, well, we have to. OpenGL is being deprecated. So that's why compute shaders are being processed in the first place) is not set correctly.

I don't honestly know what to do about this. We are building the Apple Arcade game for an external client, so I can't supply the project to you. I'd be fine spending some time on line with a firefighter from your group, to demonstrate this happening if that's what it takes.

We really do want to use Wwise, but right now, with what we are seeing, I don't know that we can.

 

Help me Wwise, you are my only hope.
in General Discussion by Jake S. (100 points)

Please sign-in or register to answer this question.

...