protected virtual string GetPlatformAppLocationPath(string AppDir)
    {
        string path = Path.Combine(AppDir, AppBaseName + appExtension);

        AkBankPath.ConvertToPosixPath(ref path);
        return(path);
    }
Esempio n. 2
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        public override void Bind(Entity entity, Main main, bool creating = false)
        {
            Transform transform = entity.GetOrCreate <Transform>("Transform");

            SoundBank bank = entity.GetOrCreate <SoundBank>("SoundBank");

            this.SetMain(entity, main);

            entity.Add("Name", bank.Name, new PropertyEntry.EditorData {
                Options = FileFilter.Get(main, AkBankPath.GetPlatformBasePath(), null, SoundBank.Extension)
            });
        }
Esempio n. 3
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    void Awake()
    {
        if (ms_Instance != null)
        {
            return; //Don't init twice
        }
#if UNITY_ANDROID
        InitalizeAndroidSoundBankIO();
#endif

        Debug.Log("WwiseUnity: Initialize sound engine ...");

        //Use default properties for most SoundEngine subsystem.
        //The game programmer should modify these when needed.  See the Wwise SDK documentation for the initialization.
        //These settings may very well change for each target platform.
        AkMemSettings memSettings = new AkMemSettings();
        memSettings.uMaxNumPools = 20;

        AkDeviceSettings deviceSettings = new AkDeviceSettings();
        AkSoundEngine.GetDefaultDeviceSettings(deviceSettings);

        AkStreamMgrSettings streamingSettings = new AkStreamMgrSettings();
        streamingSettings.uMemorySize = (uint)streamingPoolSize * 1024;

        AkInitSettings initSettings = new AkInitSettings();
        AkSoundEngine.GetDefaultInitSettings(initSettings);
        initSettings.uDefaultPoolSize = (uint)defaultPoolSize * 1024;

        AkPlatformInitSettings platformSettings = new AkPlatformInitSettings();
        AkSoundEngine.GetDefaultPlatformInitSettings(platformSettings);
        platformSettings.uLEngineDefaultPoolSize           = (uint)lowerPoolSize * 1024;
        platformSettings.fLEngineDefaultPoolRatioThreshold = memoryCutoffThreshold;
#if UNITY_IOS && !UNITY_EDITOR
        platformSettings.bAppListensToInterruption = true;
#endif // #if UNITY_IOS && !UNITY_EDITOR

        AkMusicSettings musicSettings = new AkMusicSettings();
        AkSoundEngine.GetDefaultMusicSettings(musicSettings);

        AKRESULT result = AkSoundEngine.Init(memSettings, streamingSettings, deviceSettings, initSettings, platformSettings, musicSettings);
        if (result != AKRESULT.AK_Success)
        {
            Debug.LogError("WwiseUnity: Failed to initialize the sound engine. Abort.");
            return; //AkSoundEngine.Init should have logged more details.
        }

        AkBankPath.UsePlatformSpecificPath();
        string platformBasePath = AkBankPath.GetPlatformBasePath();
// Note: Android low-level IO uses relative path to "assets" folder of the apk as SoundBank folder.
// Unity uses full paths for general path checks. We thus don't use DirectoryInfo.Exists to test
// our SoundBank folder for Android.
#if !UNITY_ANDROID && !UNITY_METRO
        if (!AkBankPath.Exists(platformBasePath))
        {
            string errorMsg = string.Format("WwiseUnity: Failed to find soundbank folder: {0}. Abort.", platformBasePath);
            Debug.LogError(errorMsg);
            return;
        }
#endif // #if !UNITY_ANDROID

        AkSoundEngine.SetBasePath(platformBasePath);
        AkSoundEngine.SetCurrentLanguage(language);

        result = AkCallbackManager.Init();
        if (result != AKRESULT.AK_Success)
        {
            Debug.LogError("WwiseUnity: Failed to initialize Callback Manager. Terminate sound engine.");
            AkSoundEngine.Term();
            return;
        }

        AkCallbackManager.SetMonitoringCallback(ErrorLevel.ErrorLevel_All, null);


        Debug.Log("WwiseUnity: Sound engine initialized.");

        //The sound engine should not be destroyed once it is initialized.
        DontDestroyOnLoad(this);
        ms_Instance = this;

        //Load the init bank right away.  Errors will be logged automatically.
        uint BankID;
        result = AkSoundEngine.LoadBank("Init.bnk", AkSoundEngine.AK_DEFAULT_POOL_ID, out BankID);
        if (result != AKRESULT.AK_Success)
        {
            Debug.LogError("WwiseUnity: Failed load Init.bnk with result: " + result.ToString());
        }
    }
Esempio n. 4
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    public static AKRESULT LoadLocalizedBank(string in_bankFilename)
    {
        string bankPath = Path.Combine(Path.Combine(AkBankPath.GetPlatformBasePath(), AkGlobalSoundEngineInitializer.GetCurrentLanguage()), in_bankFilename);

        return(DoLoadBank(bankPath));
    }
Esempio n. 5
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    public static AKRESULT LoadNonLocalizedBank(string in_bankFilename)
    {
        string bankPath = Path.Combine(AkBankPath.GetPlatformBasePath(), in_bankFilename);

        return(DoLoadBank(bankPath));
    }
Esempio n. 6
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 public static string GetLocalizedBankPath(string filename)
 {
     return(Path.Combine(Path.Combine(AkBankPath.GetPlatformBasePath(), AkGlobalSoundEngineInitializer.GetCurrentLanguage()), filename));
 }
Esempio n. 7
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 public static string GetNonLocalizedBankPath(string filename)
 {
     return(Path.Combine(AkBankPath.GetPlatformBasePath(), filename));
 }