Wwise Unity For Mac And Windows

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Wwise Unity For Mac And Windows 9,1/10 5036 votes

Many game engines lack even the more basic audio functionalities that many of us take for granted. The world is a far bigger place than just Unity and Unreal and it's a heck of a lot easier to hook in Wwise or FMOD than it is to mix your audio in code or hard mix the.wav files. As an aside, the world is also much bigger than even just Wwise. Unity free download - Unity, Unity, Unity, and many more programs. Create games for Mac, PC, or Web and test them on your Windows machine. Free User rating.

Step 1: Setting up an ambient emitter Last time we looked at three crucial components, Ak Initializer, Ak Terminator, and Ak Bank. This time, we’re going to focus on two additional components that will help you get Wwise audio into your Unity scene: AkAmbient and AkGameObj. Create a new Unity GameObject.

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From Unity's GameObject Menu, (or from the Hierarchy window) select 3D Object, Sphere. For testing purposes, I chose a sphere for the ease of keeping track of my emitter in scene, but you can use any GameObject. Add the AkAmbient Component. Select “Add Component” from the GameObject inspector, and then Wwise/AkAmbient. This will result in two component scripts being added - AkAmbient and AkGameObj. AkGameObj - This script is required on any emitter that uses 3d positional audio. It essentially sends coordinate positions to the Wwise engine to update where the sound should be coming from.

So if your emitter moves, or you move, you hear the sound move too! (Also, a Rigidbody component is required for it function properly, so click to add one if you see the red warning.) AkAmbient - This one does what you would expect, turning a GameObject into a sound emitter, similar to Unity's own 'Audio Source' component. These can be used to position zones of sounds for a wide variety of purposes, including ambience, music, or triggered effects. Looping audio content is recommended for this, since you want your sound to be continuous while testing in Unity.

Make sure your Wwise object has the Play Mode set to Continuous and/or the Loop box checked in the Property Editor. Add the Event to a Soundbank. Select your Soundbank in the Wwise Soundbank Manager window and drag in your event to add it to the bank. Make sure that this is the same Soundbank that your AkBank script calls in Unity!

Wwise Unity For Mac And Windows

(From Round 1) In my case, it is simply the default Main_Bank. Save the project and Generate SoundBanks. *Note that simply saving your Wwise project will update the list of available Events inside of Unity, but those events won’t play audio unless you generate the related Soundbank first. Tip - The default Soundbank path is GeneratedSoundBanks in your Wwise project directory. Unity can draw from this folder by default when it is linked to a particular Wwise project, but when it’s time to export a game build, the Soundbanks also need to be placed inside of Assets/StreamingAssets/Audio/GeneratedSoundBanks. Curiously, when play-testing inside of Unity, it seems able to read from Soundbanks in either location. Set 'Event Name' on your AkAmbient Component Select your GameObject, and in the AkAmbient Script under Event Name, find your event, which should now appear in the list.

Can you hear your sound near your GameObject in scene? If not, you may need to adjust the Positioning settings and Attenuation curve for the object. Tip - Other sphere modes can be used to view multiple objects and spheres at once to help determine position and overlap.

*Note that the “Show Attenuation Sphere” setting is only a visual aid for developers and has no effect on gameplay. The setting will also clear automatically when the project is playtested or closed. Check the Wwise Positioning settings. Select the relevant Wwise object - 'Torch', in my case, and navigate to the Positioning tab in the Property Editor. Make sure that “3D” is selected, and that the Position Source is set to Game-defined. Set “Max distance” to something that makes sense.