Thanks for the rapid response and the link to the AK forums. That reply dates back to 2015, so I’ll give them a poke and see if they have any further (and hopefully more concrete) plans to take a look at the issue.
At the moment we have two possible alternate solutions:
1) duplicate Unity-audio-compatible assets paired to each Wwise event. The WWise track/clip in Slate plays the Unity-audio when in Editor, and calls the WWise events when in Play mode. The duplicate assets are excluded when packaging up the final build. Unfortunately, we have a lot of dialogue and sfx and we invariably eat up a lot more storage space this way, but we do get full functionality in Slate. But it’s not an ideal solution.
2) custom meta-data for each wwise event created by a post-process step between Wwise tool export and Unity import. The meta data contains all info we need on the clip for Slate editor integration. With this, we get the correctly-sized clip lozenge and we can use the data in gameobject configuration while in editor and we save some disk space, but we don’t get playback in Slate preview mode. Which again isn’t ideal.
We’ll see where we get with this.
Thanks again for the quick response, and we’ll keep you posted if we have a breakthrough.
t.
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