// Parses the .wproj to find out where soundbanks are generated for the given path public static string GetWwiseSoundBankDestinationFolder(string Platform, string WwiseProjectPath) { try { if (WwiseProjectPath.Length == 0) { return(""); } XmlDocument doc = new XmlDocument(); doc.Load(WwiseProjectPath); XPathNavigator Navigator = doc.CreateNavigator(); // Navigate the wproj file (XML format) to where generated soundbank paths are stored string PathExpression = string.Format("//Property[@Name='SoundBankPaths']/ValueList/Value[@Platform='{0}']", Platform); XPathExpression expression = XPathExpression.Compile(PathExpression); XPathNavigator node = Navigator.SelectSingleNode(expression); string Path = ""; if (node != null) { Path = node.Value; #if !(UNITY_EDITOR_WIN || UNITY_XBOX360 || UNITY_XBOXONE || UNITY_METRO) AkBankPathUtil.ConvertToPosixPath(ref Path); #endif // #if !(UNITY_EDITOR_WIN || UNITY_XBOX360 || UNITY_XBOXONE || UNITY_METRO) } return(Path); } catch (Exception) { // Error happened, return empty string return(""); } }
public static void LazyConvertPathConvention(ref string path) { if (AkBankPathUtil.isToUsePosixPathSeparator) { AkBankPathUtil.ConvertToPosixPath(ref path); } else if (Path.DirectorySeparatorChar == '/') { AkBankPathUtil.ConvertToPosixPath(ref path); } else { AkBankPathUtil.ConvertToWindowsPath(ref path); } }