Wwise and Unity 5.1 Connection

I would like connect my Wwise and my unity 5 in my computer, to capture game calls and design the sound for then integrate in Unity 5, but, i don’t know how to do it.
In my mac, i have both programs install, Build and run the game in Unity, and push Connect in Wwise but it does not find where connect. I don’t know how to make the remote connection.

Please can you help me? Write the steps to connect both programs, or the way to make it…I don’t find nothing in your web and tutorials.

Thanks

Hi DD, I actually just finished writing an article that goes into Unity 5 + Wwise integration. It covers several Wwise concepts and the necessary Unity components and code used to send game calls to Wwise.

Game audio middleware: Unity and Wwise integration

Let me know if it’s useful to you!

The Wwise 101 certification course is also an excellent resource even though it does not discuss Unity at all.

aihodge,
Thanks for your answer, is very clear for me, and now i understand more things.

Only one question, more. The option to capture the gamecalls from the game in wwise( like in the demo cube, in the wwisw 101 course), to design the sound for then make the things that you explain in your tutorial. Do you know would can i do?

Thanks for your time.

The article I wrote touches on a few of the different types of game calls that you can send to Wwise (Events, RTPCs, States). So it will show you how to call an Event (AkSoundEngine.PostEvent()), update Game Parameters (AkSoundEngine.SetRTPCValue()), and set States (AkSoundEngine.SetState()) from a C# script in Unity. There’s obviously a lot more functionality in Wwise than what I cover in the article.

Hi aihodge, today i was trying to make the tutorial, that you send me, step by step, but i can not hear nothing.

I’m sure that the soundbank is ok in Wwise.
Then i install de package of wwise in the scene that i have created for the asset.

I don’t know where i fail…

I send you snapshots of the thing thata are in my unity project, same like yours.

Thanks for your helps and your time.

2285188--153516--snap 1.jpg
2285188--153517--snap 2.jpg
2285188--153518--snap 3.jpg

Hi DD,

Here are some things that I would check:

  • Have you loaded the SoundBank in Unity by attaching the AkBank script to an empty game object in the scene?
  • Is the SoundBank generated for the appropriate platform? I was using a Mac, if you’re on Windows you will need to switch the SoundBank platform in Wwise accordingly.
  • Does the console give you any errors when you play the scene?

Hi, i have done again the steps, and i can not hear nothing.
I send your more snap shots for if you can see something wrong.

thanks for your time

2289854--153993--snap 1.jpg



Hi Aihodge, i have delete all, and i have done all the process again. In this case, when i make de soundbank in Wwise, i did drag and drop all the folder audio and event, like i show you in the snapshots.

When i generate the soundbank, i have recieve a lot of warnings, i think because my wwise is the free version. like "…
Time ID Message Platform Parameters

19:07:41 - Evaluation mode: SoundBanks contain 1 media item(s) out of the 200 permitted. Commercial deployment is NOT permitted. Please visit www.audiokinetic.com to request a Commercial license. Mac

19:07:41 - No license for ‘SoundSeed Air/SoundSeed Wind’ plug-in. Please contact sales@audiokinetic.com to obtain a license. Mac SoundSeed Wind, MainSoundBank

19:07:41 - No license for ‘SoundSeed Air/SoundSeed Wind’ plug-in. Please contact sales@audiokinetic.com to obtain a license. Mac SoundSeed Wind, MainSoundBank

19:07:41 - No license for ‘SoundSeed Air/SoundSeed Wind’ plug-in. Please contact sales@audiokinetic.com to obtain a license. Mac SoundSeed Wind, MainSoundBank

19:07:41 - No license for ‘SoundSeed Air/SoundSeed Wind’ plug-in. Please contact sales@audiokinetic.com to obtain a license. Mac SoundSeed Wind, MainSoundBank

19:07:41 - No license for ‘SoundSeed Air/SoundSeed Wind’ plug-in. Please contact sales@audiokinetic.com to obtain a license. Mac Ville, MainSoundBank…"

Then in Unity, i have done all following the steps again.

and this are the messages that i recieve. But i can not hear nothing.

I don’t know that i do.

thanks for your support.


Try deactivating those plugins (uncheck them in the Project Explorer view) in Wwise then regenerate your Soundbank. That should at least get rid of those warnings.

The next thing I would try is to double check that the regular Audio Listener on the Main Camera has been disabled - it may be creating a conflict with the AK Listener which could be the cause of your project being inaudible.

Ok. i have found the issue. In the Unity project, i have discovered, that there are two folders with the same scripts. One is inside the _CompletAssets, and the others in the root Assets. I allway modified the scripts in the Assets, But today i have seen the other scripts folder inside de _CompletAssets, and make the modifications in this scripts, and i coul listen the sounds.

:wink:

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One more thing. Could you tell me, how or where i can learn to write the lines in code, for the wwise integration?. Are there some book, some tutorials, somewhere…?

Thanks for your patience and your time. I have learned a lot of thins these days.

Glad to hear the issue was resolved! I’m actually curious about resources for the C# calls to AkSoundEngine as well. I had to figure that all out myself by trial & error/letting MonoDevelop autocomplete it for me :slight_smile:

Hi Aihodge,
I have tried your tutorial and I have just had a problem with loading the Soundbank after the “SwitchContainer” is added to the “StartGame” event. Everything up to that works fine. If I deactivate the switchcontainer the bank loads , if I activate it I get the Bank load failed / Event ID not found (Object:Player(UnityEngine.GameObject) in Unity’s console
The set up in Wwise I am sure is fine as it plays switching between the states.
I believe there is an issue with the switchcontainer gameobject being recognized from Unity’s end? I have rechecked the code in the Move() function of the PlayerMovement.cs I just inserted it into the: void Move (float h, float v) section.

Thanks for any help.
Cheers
Mike