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I started setting up Wwise for our Unity-based game. We are using git-lfs for version control and would like to have both the Unity-project and the Wwise-project on git. The git-root folder would look like this:

Game-UnityProject/
Game-WwiseProject/

For Unity, I know how to set up the .gitignore-file (so e.g. the Library-folder is ignored from .git) and the .gitattributes-file (so some filetypes are saved on large-file-storage, while other filetypes are not).

I would like to know how to set up the perfect .gitignore-file + .gitattributes-file for both the Wwise-project and the soundbanks files that go into the Unity-project. Any input is most welcome!

Thanks a lot in advance!
in General Discussion by Gizmo (170 points)

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Hey Gizmo,

For Wwise, did you check out this post - https://www.audiokinetic.com/qa/1547/there-definitive-files-should-could-omitted-source-control
For Unity, you could get inspiration from this - https://github.com/github/gitignore/blob/master/Unity.gitignore

Let us know if this is what you're looking for.
by Mads Maretty S. (Audiokinetic) (40.2k points)
selected by Mads Maretty S. (Audiokinetic)
Thanks a lot! Very useful references!

We are now a good step into production and I just wanted to update you (and everyone else that might drop by) on my progress!

I currently have the following WWise-related files on .gitignore (I've not included the rest of the .gitignore, as it is rather long):

----------------
.cache
*.akd
*.prof
*.validationcache
*/Assets/Wwise/Editor/ProjectData/AkWwiseProjectData.asset*
----------------

(The last line comes from: https://www.audiokinetic.com/library/edge/?source=Unity&id=unity_picker.html

"Do not keep AkWwiseProjectData.asset under version control! This is a temporary cache file for the Wwise project data, so as to avoid having the Wwise Picker continuously parse the Work Unit files. Adding it to version control could cause problems.")

And I currently have the following .gitattributes (not all of witch is Wwise-related, but the list is not that long):

----------------
*.wav filter=lfs diff=lfs merge=lfs -text
*.aif filter=lfs diff=lfs merge=lfs -text
*.aiff filter=lfs diff=lfs merge=lfs -text
*.resource filter=lfs diff=lfs merge=lfs -text
*.unity3d filter=lfs diff=lfs merge=lfs -text
*.assets filter=lfs diff=lfs merge=lfs -text
*.unitypackage filter=lfs diff=lfs merge=lfs -text
*.png filter=lfs diff=lfs merge=lfs -text
*.jpg filter=lfs diff=lfs merge=lfs -text
*.psd filter=lfs diff=lfs merge=lfs -text
*.zip filter=lfs diff=lfs merge=lfs -text
*.ttc filter=lfs diff=lfs merge=lfs -text
*.dll filter=lfs diff=lfs merge=lfs -text
*.ilk filter=lfs diff=lfs merge=lfs -text
*.pdb filter=lfs diff=lfs merge=lfs -text
*.exe filter=lfs diff=lfs merge=lfs -text
*.chm filter=lfs diff=lfs merge=lfs -text
*.bundle filter=lfs diff=lfs merge=lfs -text
*.bnk filter=lfs diff=lfs merge=lfs -text
AkSoundEngine filter=lfs diff=lfs merge=lfs -text
----------------

We are currently only developing for Windows and Mac. More might appear on the lists, if we add more platforms. Will keep this post updated!

Any input is very welcome :-)
For years what most of us have been looking for is some OFFICIAL documentation not a goddamn community post. There's NOTHING in the documentation on this it's very hard to get this information, unnecessarily so.
I know this thread is a year old now, but what about .wwu files? I've had serious problems with GitHub & Wwise working 'together' before, and it's made me extremely hesitant when it comes to knowing what to include and what to add to the gitignore.
*.wwu files are your Work Units, they definitely should be in source control because they hold all your authoring changes in various areas of the project.  

You can create more Work Units, rather than only using the "Default Work Unit.wwu" found in all the project folders.  Creating a new work unit in your Wwise project will create a new corresponding ".wwu" file on disk.  This can help break things up into separate files if you find that your project has trouble with merging changes between multiple people.  This is usually less of a problem when there's only one person working on the Wwise project.
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