Hi Mads,
Thanks so much for your detailed response. My collaborator does already have Wwise integrated with the Unity project and has synced numerous placeholder sound events, so sending him an entire new project is not a solution. Also, we would ideally like to be able to back and forth many Wwise events between his project and mine.
The material I would want him to be able to load in his integrated instance of Wwise would include combinations of sounds, effects settings, RTCP gradients, random containers, states, switches and so on. So material from both the InitialisationBanks and SoundBanks, but ideally in a form that he can both edit in Wwise himself and sync to the Unity game.
The Wwise library states
"The information contained in the SoundBanks is project exclusive, which means that a SoundBank can only be used with other SoundBanks generated from the same project."
https://www.audiokinetic.com/library/edge/?source=Help&id=generating_soundbanks_for_project
which suggests to me that SoundBanks would not serve our purpose because I would have developed the material in an independent Wwise project/instance.
We're considering a GitHub source control solution but wonder if there isn't a simpler file-sharing way to try out my material in the game at this early stage in the process. I assume a source control solution would allow me to develop SoundBanks from within his integrated Wwise project. Is that correct?
Another suggestion I received was to copy WorkUnits across, but I'm not sure how to do this. Does this seem worth exploring to you?
Kind regards,
Angus