public void OnPostprocessBuild(BuildTarget target, string path) { #endif AkPluginActivator.ActivatePluginsForDeployment(target, false); DeleteSoundbanks(destinationSoundBankFolder); destinationSoundBankFolder = string.Empty; }
public void OnPostprocessBuildInternal(UnityEditor.BuildTarget target, string path) { AkPluginActivator.ActivatePluginsForDeployment(target, false); #if !(AK_WWISE_ADDRESSABLES && UNITY_ADDRESSABLES) DeleteSoundbanks(destinationSoundBankFolder); #endif destinationSoundBankFolder = string.Empty; }
public void OnPreprocessBuild(BuildTarget target, string path) { if (WwiseSetupWizard.Settings.CopySoundBanksAsPreBuildStep) { string platformName = GetPlatformName(target); if (!CopySoundbanks(WwiseSetupWizard.Settings.GenerateSoundBanksAsPreBuildStep, platformName, ref destinationSoundBankFolder)) { Debug.LogError("WwiseUnity: Soundbank folder has not been copied for <" + target + "> target at <" + path + ">. This will likely result in a build without sound!!!"); } } // @todo sjl - only update for target platform AkPluginActivator.Update(true); AkPluginActivator.ActivatePluginsForDeployment(target, true); }
public void OnPreprocessBuildInternal(UnityEditor.BuildTarget target, string path) { if (AkWwiseEditorSettings.Instance.CopySoundBanksAsPreBuildStep) { var platformName = GetPlatformName(target); if (!CopySoundbanks(AkWwiseEditorSettings.Instance.GenerateSoundBanksAsPreBuildStep, platformName, ref destinationSoundBankFolder)) { UnityEngine.Debug.LogErrorFormat("WwiseUnity: SoundBank folder has not been copied for <{0}> target at <{1}>. This will likely result in a build without sound!!!", target, path); } } // @todo sjl - only update for target platform AkPluginActivator.Update(true); AkPluginActivator.ActivatePluginsForDeployment(target, true); }