private void Awake() { if (ms_Instance != null) { if (ms_Instance != this) { UnityEngine.Object.DestroyImmediate(base.gameObject); } } else { Debug.Log("WwiseUnity: Initialize sound engine ..."); AkMemSettings settings = new AkMemSettings { uMaxNumPools = 40 }; AkDeviceSettings settings2 = new AkDeviceSettings(); AkSoundEngine.GetDefaultDeviceSettings(settings2); AkStreamMgrSettings settings3 = new AkStreamMgrSettings { uMemorySize = (uint)(this.streamingPoolSize * 0x400) }; AkInitSettings settings4 = new AkInitSettings(); AkSoundEngine.GetDefaultInitSettings(settings4); settings4.uDefaultPoolSize = (uint)(this.defaultPoolSize * 0x400); AkPlatformInitSettings settings5 = new AkPlatformInitSettings(); AkSoundEngine.GetDefaultPlatformInitSettings(settings5); settings5.uLEngineDefaultPoolSize = (uint)(this.lowerPoolSize * 0x400); settings5.fLEngineDefaultPoolRatioThreshold = this.memoryCutoffThreshold; AkMusicSettings settings6 = new AkMusicSettings(); AkSoundEngine.GetDefaultMusicSettings(settings6); if (AkSoundEngine.Init(settings, settings3, settings2, settings4, settings5, settings6) != AKRESULT.AK_Success) { Debug.LogError("WwiseUnity: Failed to initialize the sound engine. Abort."); } else { ms_Instance = this; AkBankPathUtil.UsePlatformSpecificPath(); string platformBasePath = AkBankPathUtil.GetPlatformBasePath(); if (!s_loadBankFromMemory) { } AkSoundEngine.SetBasePath(platformBasePath); AkSoundEngine.SetCurrentLanguage(this.language); if (AkCallbackManager.Init() != AKRESULT.AK_Success) { Debug.LogError("WwiseUnity: Failed to initialize Callback Manager. Terminate sound engine."); AkSoundEngine.Term(); ms_Instance = null; } else { AKRESULT akresult; uint num; Debug.Log("WwiseUnity: Sound engine initialized."); UnityEngine.Object.DontDestroyOnLoad(this); if (s_loadBankFromMemory) { string soundBankPathInResources = GetSoundBankPathInResources("Init.bytes"); CBinaryObject content = Singleton <CResourceManager> .GetInstance().GetResource(soundBankPathInResources, typeof(TextAsset), enResourceType.Sound, false, false).m_content as CBinaryObject; GCHandle handle = GCHandle.Alloc(content.m_data, GCHandleType.Pinned); IntPtr ptr = handle.AddrOfPinnedObject(); if (ptr != IntPtr.Zero) { akresult = AkSoundEngine.LoadBank(ptr, (uint)content.m_data.Length, -1, out num); handle.Free(); } else { akresult = AKRESULT.AK_Fail; } Singleton <CResourceManager> .GetInstance().RemoveCachedResource(soundBankPathInResources); } else { akresult = AkSoundEngine.LoadBank("Init.bnk", -1, out num); } if (akresult != AKRESULT.AK_Success) { Debug.LogError("WwiseUnity: Failed load Init.bnk with result: " + akresult.ToString()); } } } } }
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()); } }
private void Awake() { if (AkInitializer.ms_Instance != null) { if (AkInitializer.ms_Instance != this) { Object.DestroyImmediate(base.gameObject); } return; } Debug.Log("WwiseUnity: Initialize sound engine ..."); AkMemSettings akMemSettings = new AkMemSettings(); akMemSettings.uMaxNumPools = 40u; AkDeviceSettings akDeviceSettings = new AkDeviceSettings(); AkSoundEngine.GetDefaultDeviceSettings(akDeviceSettings); AkStreamMgrSettings akStreamMgrSettings = new AkStreamMgrSettings(); akStreamMgrSettings.uMemorySize = (uint)(this.streamingPoolSize * 1024); AkInitSettings akInitSettings = new AkInitSettings(); AkSoundEngine.GetDefaultInitSettings(akInitSettings); akInitSettings.uDefaultPoolSize = (uint)(this.defaultPoolSize * 1024); AkPlatformInitSettings akPlatformInitSettings = new AkPlatformInitSettings(); AkSoundEngine.GetDefaultPlatformInitSettings(akPlatformInitSettings); akPlatformInitSettings.uLEngineDefaultPoolSize = (uint)(this.lowerPoolSize * 1024); akPlatformInitSettings.fLEngineDefaultPoolRatioThreshold = this.memoryCutoffThreshold; AkMusicSettings akMusicSettings = new AkMusicSettings(); AkSoundEngine.GetDefaultMusicSettings(akMusicSettings); AKRESULT aKRESULT = AkSoundEngine.Init(akMemSettings, akStreamMgrSettings, akDeviceSettings, akInitSettings, akPlatformInitSettings, akMusicSettings); if (aKRESULT != AKRESULT.AK_Success) { Debug.LogError("WwiseUnity: Failed to initialize the sound engine. Abort."); return; } AkInitializer.ms_Instance = this; AkBankPathUtil.UsePlatformSpecificPath(); string platformBasePath = AkBankPathUtil.GetPlatformBasePath(); if (!AkInitializer.s_loadBankFromMemory) { } AkSoundEngine.SetBasePath(platformBasePath); AkSoundEngine.SetCurrentLanguage(this.language); aKRESULT = AkCallbackManager.Init(); if (aKRESULT != AKRESULT.AK_Success) { Debug.LogError("WwiseUnity: Failed to initialize Callback Manager. Terminate sound engine."); AkSoundEngine.Term(); AkInitializer.ms_Instance = null; return; } Debug.Log("WwiseUnity: Sound engine initialized."); Object.DontDestroyOnLoad(this); if (AkInitializer.s_loadBankFromMemory) { string soundBankPathInResources = AkInitializer.GetSoundBankPathInResources("Init.bytes"); CBinaryObject cBinaryObject = Singleton <CResourceManager> .GetInstance().GetResource(soundBankPathInResources, typeof(TextAsset), enResourceType.Sound, false, false).m_content as CBinaryObject; GCHandle gCHandle = GCHandle.Alloc(cBinaryObject.m_data, 3); IntPtr intPtr = gCHandle.AddrOfPinnedObject(); if (intPtr != IntPtr.Zero) { uint num; aKRESULT = AkSoundEngine.LoadBank(intPtr, (uint)cBinaryObject.m_data.Length, -1, out num); gCHandle.Free(); } else { aKRESULT = AKRESULT.AK_Fail; } Singleton <CResourceManager> .GetInstance().RemoveCachedResource(soundBankPathInResources); } else { uint num2; aKRESULT = AkSoundEngine.LoadBank("Init.bnk", -1, out num2); } if (aKRESULT != AKRESULT.AK_Success) { Debug.LogError("WwiseUnity: Failed load Init.bnk with result: " + aKRESULT.ToString()); } }