// Perform all necessary steps to use the Wwise Unity integration. private static void Setup() { UnityEditor.SceneManagement.EditorSceneManager.NewScene(UnityEditor.SceneManagement.NewSceneSetup.DefaultGameObjects); AkPluginActivator.DeactivateAllPlugins(); // 0. Make sure the SoundBank directory exists var sbPath = AkUtilities.GetFullPath(UnityEngine.Application.streamingAssetsPath, AkWwiseEditorSettings.Instance.SoundbankPath); if (!System.IO.Directory.Exists(sbPath)) { System.IO.Directory.CreateDirectory(sbPath); } // 1. Disable built-in audio if (!DisableBuiltInAudio()) { UnityEngine.Debug.LogWarning( "WwiseUnity: Could not disable built-in audio. Please disable built-in audio by going to Project->Project Settings->Audio, and check \"Disable Audio\"."); } // 2. Create a "WwiseGlobal" game object and set the AkSoundEngineInitializer and terminator scripts // 3. Set the SoundBank path property on AkSoundEngineInitializer CreateWwiseGlobalObject(); // 5. Disable the built-in audio listener, and add AkAudioListener component to camera if (AkWwiseEditorSettings.Instance.CreateWwiseListener) { AddAkAudioListenerToMainCamera(); } // 6. Enable "Run In Background" in PlayerSettings (PlayerSettings.runInbackground property) UnityEditor.PlayerSettings.runInBackground = true; AkPluginActivator.Update(); AkPluginActivator.ActivatePluginsForEditor(); // 9. Activate WwiseIDs file generation, and point Wwise to the Assets/Wwise folder // 10. Change the SoundBanks options so it adds Max Radius information in the Wwise project if (!SetSoundbankSettings()) { UnityEngine.Debug.LogWarning("WwiseUnity: Could not modify Wwise Project to generate the header file!"); } // 11. Activate XboxOne network sockets. AkXboxOneUtils.EnableXboxOneNetworkSockets(); }
// Perform all necessary steps to use the Wwise Unity integration. private static void Setup() { AkPluginActivator.DeactivateAllPlugins(); // 0. Make sure the soundbank directory exists string sbPath = AkUtilities.GetFullPath(Application.streamingAssetsPath, Settings.SoundbankPath); if (!Directory.Exists(sbPath)) { Directory.CreateDirectory(sbPath); } // 1. Disable built-in audio if (!DisableBuiltInAudio()) { Debug.LogWarning("WwiseUnity: Could not disable built-in audio. Please disable built-in audio by going to Project->Project Settings->Audio, and check \"Disable Audio\"."); } // 2. Create a "WwiseGlobal" game object and set the AkSoundEngineInitializer and terminator scripts // 3. Set the SoundBank path property on AkSoundEngineInitializer CreateWwiseGlobalObject(); // 5. Add AkAudioListener component to camera SetListener(); // 6. Enable "Run In Background" in PlayerSettings (PlayerSettings.runInbackground property) PlayerSettings.runInBackground = true; AkPluginActivator.Update(); AkPluginActivator.ActivatePlugins(AkPluginActivator.CONFIG_PROFILE, true); // 9. Activate WwiseIDs file generation, and point Wwise to the Assets/Wwise folder // 10. Change the SoundBanks options so it adds Max Radius information in the Wwise project if (!SetSoundbankSettings()) { Debug.LogWarning("WwiseUnity: Could not modify Wwise Project to generate the header file!"); } // 11. Activate XboxOne network sockets. AkXboxOneUtils.EnableXboxOneNetworkSockets(); }
// Perform all necessary steps to use the Wwise Unity integration. public bool Setup() { bool NoErrorHappened = true; // 0. Make sure the soundbank directory exists string sbPath = AkUtilities.GetFullPath(Application.streamingAssetsPath, Settings.SoundbankPath); if (!Directory.Exists(sbPath)) { Directory.CreateDirectory(sbPath); } // 1. Disable built-in audio if (!DisableBuiltInAudio()) { EditorUtility.DisplayDialog("Warning", "Could not disable built-in audio. Please disable built-in audio by going to Project->Project Settings->Audio, and check \"Disable Audio\".", "Ok"); } // 2. Create a "WwiseGlobal" game object and set the AkSoundEngineInitializer and terminator scripts // 3. Set the SoundBank path property on AkSoundEngineInitializer if (!Settings.OldProject) { CreateWwiseGlobalObject(); } // 4. Set the script order of AkInitializer, AkTerminator, AkGameObj, AkBankLoad (before default time), AkAudioListener by changing the .meta file if (!SetAllScriptExecutionOrder()) { EditorUtility.DisplayDialog("Error", "Could not change script exec order!", "Ok"); NoErrorHappened = false; } // 5. Add AkAudioListener component to camera if (!Settings.OldProject) { SetListener(); } // 6. Enable "Run In Background" in PlayerSettings (PlayerSettings.runInbackground property) PlayerSettings.runInBackground = true; #if !UNITY_5 // 7. Install the Profile libraries of the installed platforms. This should actually be a change in the way we build unitypackages. if (!InstallAllPlatformProfilePlugins()) { EditorUtility.DisplayDialog("Error", "Could not install some platform plugins!", "Ok"); NoErrorHappened = false; } #else AkPluginActivator.ActivatePlugins(AkPluginActivator.CONFIG_PROFILE, true); #endif // 8. Verify DirectX is installed (windows only) #if UNITY_EDITOR_WIN Microsoft.Win32.RegistryKey key = Microsoft.Win32.Registry.LocalMachine.OpenSubKey("SOFTWARE\\Microsoft\\DirectX\\"); if (key == null) { EditorUtility.DisplayDialog("Warning", "Detected the DirectX End-User Runtime is not installed. You might have issues using the Windows version of the plugin", "Ok"); } #endif // 9. Activate WwiseIDs file generation, and point Wwise to the Assets/Wwise folder // 10. Change the SoundBanks options so it adds Max Radius information in the Wwise project if (!SetSoundbankSettings()) { EditorUtility.DisplayDialog("Warning", "Could not modify Wwise Project to generate the header file!", "Ok"); } // 11. Generate the WwiseIDs.cs file from the .h file // GenerateWwiseIDsCsFile(); // 12. Refresh UI/Settings files. Repaint(); // 13. Make sure the installed SDK matches the one that was build on the machine string[] arguments = Environment.GetCommandLineArgs(); if (Array.IndexOf(arguments, "-nographics") == -1) { ValidateVersion(); } // 14. Enable Xbox One profiling sockets AkXboxOneUtils.EnableXboxOneNetworkSockets(); // 15. Populate the picker AkWwiseProjectInfo.GetData(); // Load data if (!String.IsNullOrEmpty(Settings.WwiseProjectPath)) { AkWwiseProjectInfo.Populate(); AkWwisePicker.PopulateTreeview(); if (AkWwiseProjectInfo.GetData().autoPopulateEnabled) { AkWwiseWWUBuilder.StartWWUWatcher(); } } return(NoErrorHappened); }