This has less to do with music tech specifically, but I spent roughly 5 hours manually integrating wwise into my capstone project, so I'm going to double dip just a little. It seems that wwise hates integrating with any project that has been edited at all, so I had to integrate into a new, blank project, and then copy over all the necessary files and create new directories that Unity apparently needs to function correctly.
There was a thread where this mentioned on some part of the AudioKinetic forum, but few details were given so I ended up posting my thought process and debug notes on the site. In the end, I couldn't push the files I wanted to onto our version control, but seeing the game run with a successfully initialized audio engine was gratifying to say the least.
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