Esempio n. 1
0
 void OnDisable()
 {
     // Unregister the callback that redirects the output to the Unity console.  If not done early enough (meaning, later than Disable), AkInitializer will leak.
     if (ms_Instance != null && AkSoundEngine.IsInitialized())
     {
         AkCallbackManager.SetMonitoringCallback(0, null);
     }
 }
Esempio n. 2
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 private void OnDestroy()
 {
     if (ms_Instance == this)
     {
         AkCallbackManager.SetMonitoringCallback((ErrorLevel)0, null);
         ms_Instance = null;
     }
 }
Esempio n. 3
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 void OnDestroy()
 {
     if (ms_Instance == this)
     {
         AkCallbackManager.SetMonitoringCallback(0, null);
         ms_Instance = null;
     }
     // Do nothing. AkTerminator handles sound engine termination.
 }
Esempio n. 4
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    void OnDestroy()
    {
        if (ms_Instance == this)
        {
#if UNITY_EDITOR
            EditorApplication.playmodeStateChanged -= OnEditorPlaymodeStateChanged;
#endif

            AkCallbackManager.SetMonitoringCallback(0, null);
            ms_Instance = null;
        }
        // Do nothing. AkTerminator handles sound engine termination.
    }
Esempio n. 5
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    void OnEnable()
    {
        //The sound engine was not terminated normally.  Make this instance the one that will manage
        //the updates and termination.
        //This happen when Unity resets everything when a script changes.
        if (ms_Instance == null && AkSoundEngine.IsInitialized())
        {
            ms_Instance = this;
#if UNITY_EDITOR
            //Redirect Wwise error messages into Unity console.
            AkCallbackManager.SetMonitoringCallback(ErrorLevel.ErrorLevel_All, CopyMonitoringInConsole);
#endif
        }
    }
Esempio n. 6
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    void Terminate()
    {
        if (ms_Instance == null || ms_Instance != this || !AkSoundEngine.IsInitialized())
        {
            return;             //Don't term twice
        }
        // Stop everything, and make sure the callback buffer is empty. We try emptying as much as possible, and wait 10 ms before retrying.
        // Callbacks can take a long time to be posted after the call to RenderAudio().
        AkCallbackManager.SetMonitoringCallback(0, null);
        AkSoundEngine.StopAll();
        AkSoundEngine.ClearBanks();
        AkSoundEngine.RenderAudio();
        int retry = 5;

        do
        {
            int numCB = 0;
            do
            {
                numCB = AkCallbackManager.PostCallbacks();

                // This is a WSA-friendly sleep
                using (EventWaitHandle tmpEvent = new ManualResetEvent(false))
                {
                    tmpEvent.WaitOne(System.TimeSpan.FromMilliseconds(1));
                }
            }while(numCB > 0);

            // This is a WSA-friendly sleep
            using (EventWaitHandle tmpEvent = new ManualResetEvent(false))
            {
                tmpEvent.WaitOne(System.TimeSpan.FromMilliseconds(10));
            }
            retry--;
        }while (retry > 0);

        AkSoundEngine.Term();

        // Make sure we have no callbacks left after Term. Some might be posted during termination.
        AkCallbackManager.PostCallbacks();
        ms_Instance = null;

        AkCallbackManager.Term();
        AkBankManager.Reset();
    }
Esempio n. 7
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    public void Initialize()
    {
        if (ms_Instance != null)
        {
            //Don't init twice
            //Check if there are 2 objects with this script.  If yes, remove this component.
            if (ms_Instance != this)
            {
                UnityEngine.Object.DestroyImmediate(this.gameObject);
            }
            return;
        }

        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;
        initSettings.uMonitorPoolSize      = (uint)monitorPoolSize * 1024;
        initSettings.uMonitorQueuePoolSize = (uint)monitorQueuePoolSize * 1024;
#if (!UNITY_ANDROID && !UNITY_WSA) || UNITY_EDITOR // Exclude WSA. It only needs the name of the DLL, and no path.
        initSettings.szPluginDLLPath = Path.Combine(Application.dataPath, "Plugins" + Path.DirectorySeparatorChar);
#endif

        AkPlatformInitSettings platformSettings = new AkPlatformInitSettings();
        AkSoundEngine.GetDefaultPlatformInitSettings(platformSettings);
        platformSettings.uLEngineDefaultPoolSize           = (uint)lowerPoolSize * 1024;
        platformSettings.fLEngineDefaultPoolRatioThreshold = memoryCutoffThreshold;

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

#if UNITY_EDITOR
        AkSoundEngine.SetGameName(Application.productName + " (Editor)");
#else
        AkSoundEngine.SetGameName(Application.productName);
#endif

        AKRESULT result = AkSoundEngine.Init(memSettings, streamingSettings, deviceSettings, initSettings, platformSettings, musicSettings, (uint)preparePoolSize * 1024);
        if (result != AKRESULT.AK_Success)
        {
            Debug.LogError("WwiseUnity: Failed to initialize the sound engine. Abort.");
            return;             //AkSoundEngine.Init should have logged more details.
        }

        ms_Instance = this;

        string basePathToSet = AkBasePathGetter.GetSoundbankBasePath();
        if (string.IsNullOrEmpty(basePathToSet))
        {
            return;
        }

        result = AkSoundEngine.SetBasePath(basePathToSet);
        if (result != AKRESULT.AK_Success)
        {
            return;
        }

#if !UNITY_SWITCH
        // Calling Application.persistentDataPath crashes Switch
        AkSoundEngine.SetDecodedBankPath(GetDecodedBankFullPath());
#endif

        AkSoundEngine.SetCurrentLanguage(language);

#if !UNITY_SWITCH
        // Calling Application.persistentDataPath crashes Switch
        // AkSoundEngine.AddBasePath is currently only implemented for iOS and Android; No-op for all other platforms.
        AkSoundEngine.AddBasePath(Application.persistentDataPath + Path.DirectorySeparatorChar);
#endif

        result = AkCallbackManager.Init(callbackManagerBufferSize * 1024);
        if (result != AKRESULT.AK_Success)
        {
            Debug.LogError("WwiseUnity: Failed to initialize Callback Manager. Terminate sound engine.");
            AkSoundEngine.Term();
            ms_Instance = null;
            return;
        }

        AkBankManager.Reset();

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

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

#if UNITY_EDITOR
        //Redirect Wwise error messages into Unity console.
        AkCallbackManager.SetMonitoringCallback(ErrorLevel.ErrorLevel_All, CopyMonitoringInConsole);
#endif

        //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());
        }

#if UNITY_EDITOR
        EditorApplication.playmodeStateChanged += OnEditorPlaymodeStateChanged;
#endif
    }
Esempio n. 8
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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. 9
0
    void Awake()
    {
        if (ms_Instance != null)
        {
            //Don't init twice
            //Check if there are 2 objects with this script.  If yes, remove this component.
            if (ms_Instance != this)
            {
                UnityEngine.Object.DestroyImmediate(this.gameObject);
            }
            return;
        }

        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;

        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.
        }

        ms_Instance = this;

        AkBankPathUtil.UsePlatformSpecificPath();
        string platformBasePath = AkBankPathUtil.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 && !UNITY_PSP2
        if (!AkBankPathUtil.Exists(platformBasePath))
        {
            string errorMsg = string.Format("WwiseUnity: Failed to find soundbank folder: {0}. Abort.", platformBasePath);
            Debug.LogError(errorMsg);
            ms_Instance = null;
            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();
            ms_Instance = null;
            return;
        }

        AkBankManager.Reset();

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

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

#if UNITY_EDITOR
        //Redirect Wwise error messages into Unity console.
        AkCallbackManager.SetMonitoringCallback(ErrorLevel.ErrorLevel_All, CopyMonitoringInConsole);
#endif

        //Load the init bank right away.  Errors will be logged automatically.
        uint BankID;
#if UNITY_ANDROID && !UNITY_METRO && AK_LOAD_BANK_IN_MEMORY
        result = AkInMemBankLoader.LoadNonLocalizedBank("Init.bnk");
#else
        result = AkSoundEngine.LoadBank("Init.bnk", AkSoundEngine.AK_DEFAULT_POOL_ID, out BankID);
#endif // #if UNITY_ANDROID && !UNITY_METRO && AK_ANDROID_BANK_IN_OBB
        if (result != AKRESULT.AK_Success)
        {
            Debug.LogError("WwiseUnity: Failed load Init.bnk with result: " + result.ToString());
        }
    }
Esempio n. 10
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    public void Initialize()
    {
        if (ms_Instance != null)
        {
            //Don't init twice
            //Check if there are 2 objects with this script.  If yes, remove this component.
            if (ms_Instance != this)
            {
                UnityEngine.Object.DestroyImmediate(this.gameObject);
            }
            return;
        }

        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;

        AkMusicSettings musicSettings = new AkMusicSettings();

        AkSoundEngine.GetDefaultMusicSettings(musicSettings);

// Unity 5 only, UNity 4 doesn't provide a way to access the product name at runtime.
#if UNITY_5
#if UNITY_EDITOR
        AkSoundEngine.SetGameName(Application.productName + " (Editor)");
#else
        AkSoundEngine.SetGameName(Application.productName);
#endif
#endif

        AKRESULT result = AkSoundEngine.Init(memSettings, streamingSettings, deviceSettings, initSettings, platformSettings, musicSettings, (uint)preparePoolSize * 1024);
        if (result != AKRESULT.AK_Success)
        {
            Debug.LogError("WwiseUnity: Failed to initialize the sound engine. Abort.");
            return; //AkSoundEngine.Init should have logged more details.
        }

        ms_Instance = this;

        string basePathToSet = AkBasePathGetter.GetValidBasePath();
        if (string.IsNullOrEmpty(basePathToSet))
        {
            return;
        }

        result = AkSoundEngine.SetBasePath(basePathToSet);
        if (result != AKRESULT.AK_Success)
        {
            return;
        }

        AkSoundEngine.SetCurrentLanguage(language);

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

        AkBankManager.Reset();

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

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

#if UNITY_EDITOR
        //Redirect Wwise error messages into Unity console.
        AkCallbackManager.SetMonitoringCallback(ErrorLevel.ErrorLevel_All, CopyMonitoringInConsole);
#endif

        //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());
        }

#if UNITY_EDITOR
        EditorApplication.playmodeStateChanged += OnEditorPlaymodeStateChanged;
#endif
    }