Exemple #1
0
 private void SyncCoreSettings(AudioConfigData configSetting)
 {
     AudioInfluence.IsForbidden             = configSetting.isForbiden;
     AudioInfluence.AudioLoadTypeWhenStarup = configSetting.audioLoadTypeWhenStarup;
     AudioPluginSettingAgent.SetCreatePacker(configSetting.usePicker);
     AudioPluginSettingAgent.DeveloperWwiseInstallationPath = configSetting.wiseInstallationPath;
     AudioPluginSettingAgent.DeveloperWwiseProjectPath      = configSetting.wiseProjectPath;
 }
 public static string GetBasePath()
 {
     return(AudioPluginSettingAgent.GetBankAssetFolder());
     //        return WwiseSettings.LoadSettings().SoundbankPath;
     //#if UNITY_EDITOR
     //        return WwiseSettings.LoadSettings().SoundbankPath;
     //#else
     //		return AkSoundEngineController.Instance.basePath;
     //#endif
 }
    /// <summary>
    ///  PlatformBasePath === SoundbankBasePath
    /// </summary>
    /// <returns></returns>
    public static string GetPlatformBasePath()
    {
        return(AudioPluginSettingAgent.GetBankAssetFolder());

//        var projSettingData = AKCustomizeSettings.ProjCustomizeSettings;
//#if UNITY_EDITOR

//        return projSettingData.BankFolder_UnityEditor;
//#endif
//        return "";
        // Combine base path with platform sub-folder
        //var platformBasePath = System.IO.Path.Combine(GetFullSoundBankPath(), platformName);
        //FixSlashes(ref platformBasePath);
        //return platformBasePath;
    }
Exemple #4
0
    public void SaveInitSettings(AkInitializer in_AkInit)
    {
        if (!AkWwisePicker.WwiseProjectFound)
        {
            return;
        }
        if (!CompareInitSettings(in_AkInit))
        {
            UnityEditor.Undo.RecordObject(this, "Save Init Settings");

            basePath                  = AudioPluginSettingAgent.GetBankAssetFolder();
            language                  = in_AkInit.language;
            defaultPoolSize           = in_AkInit.defaultPoolSize;
            lowerPoolSize             = in_AkInit.lowerPoolSize;
            streamingPoolSize         = in_AkInit.streamingPoolSize;
            preparePoolSize           = in_AkInit.preparePoolSize;
            memoryCutoffThreshold     = in_AkInit.memoryCutoffThreshold;
            callbackManagerBufferSize = in_AkInit.callbackManagerBufferSize;

            UnityEditor.EditorUtility.SetDirty(this);
        }
    }