Example #1
0
    // Called when changes are made to the scene and when a new scene is created.
    public static void CheckWwiseGlobalExistance()
    {
        var settings        = WwiseSettings.LoadSettings();
        var activeSceneName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;

        if (string.IsNullOrEmpty(s_CurrentScene) || !s_CurrentScene.Equals(activeSceneName))
        {
            // Look for a game object which has the initializer component
            var AkInitializers = UnityEngine.Object.FindObjectsOfType <AkInitializer>();
            if (AkInitializers.Length == 0)
            {
                if (settings.CreateWwiseGlobal)
                {
                    //No Wwise object in this scene, create one so that the sound engine is initialized and terminated properly even if the scenes are loaded
                    //in the wrong order.
                    var objWwise = new UnityEngine.GameObject("WwiseGlobal");

                    //Attach initializer and terminator components
                    UnityEditor.Undo.AddComponent <AkInitializer>(objWwise);
                }
            }
            else if (settings.CreateWwiseGlobal == false && AkInitializers[0].gameObject.name == "WwiseGlobal")
            {
                UnityEditor.Undo.DestroyObjectImmediate(AkInitializers[0].gameObject);
            }

            if (settings.CreateWwiseListener)
            {
                AkUtilities.RemoveUnityAudioListenerFromMainCamera();
                AkUtilities.AddAkAudioListenerToMainCamera(true);
            }

            s_CurrentScene = activeSceneName;
        }
    }
    // Perform all necessary steps to use the Wwise Unity integration.
    private static void Setup()
    {
        AkPluginActivator.DeactivateAllPlugins();

        // 0. Make sure the soundbank directory exists
        var sbPath = AkUtilities.GetFullPath(UnityEngine.Application.streamingAssetsPath, Settings.SoundbankPath);

        if (!System.IO.Directory.Exists(sbPath))
        {
            System.IO.Directory.CreateDirectory(sbPath);
        }

        // 1. Disable built-in audio
        if (!DisableBuiltInAudio())
        {
            UnityEngine.Debug.LogWarning(
                "WwiseUnity: Could not disable built-in audio. Please disable built-in audio by going to Project->Project Settings->Audio, and check \"Disable Audio\".");
        }

        // 2. Create a "WwiseGlobal" game object and set the AkSoundEngineInitializer and terminator scripts
        // 3. Set the SoundBank path property on AkSoundEngineInitializer
        CreateWwiseGlobalObject();

        // 5. Disable the built-in audio listener, and add AkAudioListener component to camera
        if (WwiseSettings.LoadSettings().CreateWwiseListener)
        {
            AkUtilities.RemoveUnityAudioListenerFromMainCamera();
            AkUtilities.AddAkAudioListenerToMainCamera();
        }

        // 6. Enable "Run In Background" in PlayerSettings (PlayerSettings.runInbackground property)
        UnityEditor.PlayerSettings.runInBackground = true;

        AkPluginActivator.Update();
        AkPluginActivator.ActivatePluginsForEditor();

        // 9. Activate WwiseIDs file generation, and point Wwise to the Assets/Wwise folder
        // 10. Change the SoundBanks options so it adds Max Radius information in the Wwise project
        if (!SetSoundbankSettings())
        {
            UnityEngine.Debug.LogWarning("WwiseUnity: Could not modify Wwise Project to generate the header file!");
        }

        // 11. Activate XboxOne network sockets.
        AkXboxOneUtils.EnableXboxOneNetworkSockets();
    }
Example #3
0
    private void OnGUI()
    {
        // Make sure everything is initialized
        // Use soundbank path, because Wwise project path can be empty.
        if (string.IsNullOrEmpty(WwiseSetupWizard.Settings.SoundbankPath) &&
            WwiseSetupWizard.Settings.WwiseProjectPath == null)
        {
            WwiseSetupWizard.Settings = WwiseSettings.LoadSettings();
        }

        var initialProject = WwiseSetupWizard.Settings.WwiseProjectPath;

        if (VersionStyle == null)
        {
            InitGuiStyles();
        }
        UnityEngine.GUILayout.Label(m_WwiseVersionString, VersionStyle);

        DrawSettingsPart();

        // DrawSettingsPart modifies WwiseSetupWizard.Settings.WwiseProjectPath directly.
        var newProject = WwiseSetupWizard.Settings.WwiseProjectPath;

        if (initialProject != newProject)
        {
            ApplyNewProject = true;
        }

        using (new UnityEngine.GUILayout.VerticalScope())
        {
            UnityEngine.GUILayout.FlexibleSpace();

            using (new UnityEngine.GUILayout.HorizontalScope())
            {
                UnityEngine.GUILayout.FlexibleSpace();
                if (UnityEngine.GUILayout.Button("OK", UnityEngine.GUILayout.Width(60)))
                {
                    if (string.IsNullOrEmpty(WwiseSetupWizard.Settings.SoundbankPath))
                    {
                        UnityEditor.EditorUtility.DisplayDialog("Error", "Please fill in the required settings", "Ok");
                    }

                    if (m_oldCreateWwiseGlobal != WwiseSetupWizard.Settings.CreateWwiseGlobal)
                    {
//						var AkInitializers = FindObjectsOfType<AkInitializer>();
//						if (WwiseSetupWizard.Settings.CreateWwiseGlobal)
//						{
//							if (AkInitializers.Length == 0)
//							{
//								//No Wwise object in this scene, create one so that the sound engine is initialized and terminated properly even if the scenes are loaded
//								//in the wrong order.
//								//var objWwise = new UnityEngine.GameObject("WwiseGlobal");
//
//								//UnityEditor.Undo.AddComponent<AkInitializer>(objWwise);
//							}
//						}
//						else if (AkInitializers.Length != 0 && AkInitializers[0].gameObject.name == "WwiseGlobal")
//							UnityEditor.Undo.DestroyObjectImmediate(AkInitializers[0].gameObject);
                    }

                    if (m_oldCreateWwiseListener != WwiseSetupWizard.Settings.CreateWwiseListener)
                    {
                        if (WwiseSetupWizard.Settings.CreateWwiseListener)
                        {
                            AkUtilities.RemoveUnityAudioListenerFromMainCamera();
                            AkUtilities.AddAkAudioListenerToMainCamera();
                        }
                    }

                    if (m_oldShowMissingRigidBodyWarning != WwiseSetupWizard.Settings.ShowMissingRigidBodyWarning)
                    {
                        UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
                    }

                    WwiseSettings.SaveSettings(WwiseSetupWizard.Settings);

                    CloseWindow();

                    // Pop the Picker window so the user can start working right away
                    AkWwiseProjectInfo.GetData();                     // Load data
                    if (ApplyNewProject)
                    {
                        //Clear the data, the project path changed.
                        AkWwiseProjectInfo.GetData().Reset();
                        ApplyNewProject = false;
                        AkUtilities.IsWwiseProjectAvailable = true;
                    }

                    AkWwiseProjectInfo.Populate();
                    AkWwisePicker.PopulateTreeview();
                    AkWwisePicker.init();
                }

                if (UnityEngine.GUILayout.Button("Cancel", UnityEngine.GUILayout.Width(60)))
                {
                    WwiseSetupWizard.Settings = WwiseSettings.LoadSettings(true);
                    CloseWindow();
                }

                UnityEngine.GUILayout.Space(UnityEditor.EditorGUIUtility.standardVerticalSpacing);
            }

            UnityEngine.GUILayout.Space(UnityEditor.EditorGUIUtility.standardVerticalSpacing);
        }
    }
Example #4
0
    // Called when changes are made to the scene and when a new scene is created.
    public static void CheckWwiseGlobalExistance()
    {
        var settings        = WwiseSettings.LoadSettings();
        var activeSceneName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;

        if (string.IsNullOrEmpty(s_CurrentScene) || !s_CurrentScene.Equals(activeSceneName))
        {
            //{
            //    // Look for a game object which has the initializer component
            //    var akRoutes = UnityEngine.Object.FindObjectsOfType<WisePluginNotificationRoute>();
            //    if (akRoutes.Length == 0)
            //    {
            //        while (true)
            //        {
            //            var oldObj = UnityEngine.GameObject.Find("WwiseGlobal");
            //            if(oldObj == null)
            //                break;
            //            UnityEditor.Undo.DestroyObjectImmediate(oldObj);

            //        }
            //        var objWwise = new UnityEngine.GameObject("WwiseGlobal");
            //        var init = UnityEditor.Undo.AddComponent<AkInitializer>(objWwise);
            //        //Attach initializer and terminator components
            //        UnityEditor.Undo.AddComponent<WisePluginNotificationRoute>(objWwise);
            //        AkWwiseProjectInfo.GetData().CopyInitSettings(init);
            //        //if (false)
            //        //{
            //        //    //No Wwise object in this scene, create one so that the sound engine is initialized and terminated properly even if the scenes are loaded
            //        //    //in the wrong order.
            //        //    //var oldObj = UnityEngine.GameObject.Find("WwiseGlobal");
            //        //    //while (true)
            //        //    //{

            //        //    //}

            //        //    //if (oldObj)
            //        //    //{
            //        //    //    if (!oldObj.GetComponent<WisePluginNotificationRoute>() || !oldObj.GetComponent<AkInitializer>())
            //        //    //    {
            //        //    //        UnityEngine.Object.Destroy(oldObj);
            //        //    //        var objWwise = new UnityEngine.GameObject("WwiseGlobal");
            //        //    //        var init = UnityEditor.Undo.AddComponent<AkInitializer>(objWwise);
            //        //    //        //Attach initializer and terminator components
            //        //    //        UnityEditor.Undo.AddComponent<WisePluginNotificationRoute>(objWwise);
            //        //    //        AkWwiseProjectInfo.GetData().CopyInitSettings(init);
            //        //    //    }


            //        //    //}


            //        //}
            //    }
            //    else
            //    {
            //        for(int i=1;i< akRoutes.Length;i++)
            //        {
            //            UnityEditor.Undo.DestroyObjectImmediate(akRoutes[i].gameObject);
            //        }
            //        //if (settings.CreateWwiseGlobal == false && AkInitializers[0].gameObject.name == "WwiseGlobal")
            //        //    UnityEditor.Undo.DestroyObjectImmediate(AkInitializers[0].gameObject);
            //        //All scenes will share the same initializer.  So expose the init settings consistently across scenes.

            //        AkWwiseProjectInfo.GetData().CopyInitSettings(akRoutes[0].GetComponent<AkInitializer>());
            //    }

            if (settings.CreateWwiseListener)
            {
                AkUtilities.RemoveUnityAudioListenerFromMainCamera();
                AkUtilities.AddAkAudioListenerToMainCamera(true);
            }

            s_CurrentScene = activeSceneName;
        }
    }