public static SetSoundbankHeaderFilePath ( string WwiseProjectPath, string SoundbankPath ) : bool | ||
WwiseProjectPath | string | |
SoundbankPath | string | |
return | bool |
// Modify the .wproj file to set needed soundbank settings private static bool SetSoundbankSettings() { if (string.IsNullOrEmpty(Settings.WwiseProjectPath)) { // Nothing to do here, because setup should succees if Wwise project is not given return(true); } Regex r = new Regex("_WwiseIntegrationTemp.*?([/\\\\])"); string SoundbankPath = AkUtilities.GetFullPath(r.Replace(Application.streamingAssetsPath, "$1"), Settings.SoundbankPath); string WprojPath = AkUtilities.GetFullPath(Application.dataPath, Settings.WwiseProjectPath); #if UNITY_EDITOR_OSX SoundbankPath = "Z:" + SoundbankPath; #endif if (AkUtilities.EnableBoolSoundbankSettingInWproj("SoundBankGenerateHeaderFile", WprojPath)) { if (AkUtilities.SetSoundbankHeaderFilePath(WprojPath, SoundbankPath)) { return(AkUtilities.EnableBoolSoundbankSettingInWproj("SoundBankGenerateMaxAttenuationInfo", WprojPath)); } } return(false); }
// Modify the .wproj file to set needed soundbank settings private static bool SetSoundbankSettings() { if (string.IsNullOrEmpty(Settings.WwiseProjectPath)) { return(true); } var r = new System.Text.RegularExpressions.Regex("_WwiseIntegrationTemp.*?([/\\\\])"); var SoundbankPath = AkUtilities.GetFullPath(r.Replace(UnityEngine.Application.streamingAssetsPath, "$1"), Settings.SoundbankPath); var WprojPath = AkUtilities.GetFullPath(UnityEngine.Application.dataPath, Settings.WwiseProjectPath); #if UNITY_EDITOR_OSX SoundbankPath = "Z:" + SoundbankPath; #endif SoundbankPath = AkUtilities.MakeRelativePath(System.IO.Path.GetDirectoryName(WprojPath), SoundbankPath); if (AkUtilities.EnableBoolSoundbankSettingInWproj("SoundBankGenerateHeaderFile", WprojPath)) { if (AkUtilities.SetSoundbankHeaderFilePath(WprojPath, SoundbankPath)) { return(AkUtilities.EnableBoolSoundbankSettingInWproj("SoundBankGenerateMaxAttenuationInfo", WprojPath)); } } return(false); }