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Wwise Unity Integration Documentation
Using Auto-Defined SoundBanks in Unity

In order to use Auto-defined SoundBanks in Unity, you must first enable them in Wwise Authoring. For details, see Automatically Defining SoundBanks. You must also ensure that the following settings are selected in the Wwise Project Settings:

  • "Object GUID" and "Object Path" under Include in Metadata.
  • "Generate JSON Metadata" under File Types.

Manual Configuration

When you select an event for a Wwise Event reference, the "Is In User-Defined SoundBank" checkbox appears. Leave it cleared if you are using an event contained in an auto-defined SoundBank.

If you are using an event contained in a user-defined SoundBank, select the box, add an AkBank Component to the GameObject, and select the user-defined SoundBank that contains the effect.

When using the Wwise Addressables package, the checkbox is selected automatically. You still have to add an AkBank Component when using a user-defined Soundbank.

For more details about the differences between auto-defined and user-defined SoundBanks, see Understanding Auto-Defined and User-Defined SoundBanks.

Required Subfolder Settings

When using the manual integration, you must ensure that the "Use Sub Folder For Generated Files" setting in Unity matches the "Create sub-folders for generated files" setting in Wwise Authoring.


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