I can't seem to get Wwise to work under Unity3d. Before I go down the deep rabbit hole, has anyone else tried and failed or succeeded? I'm stuck in Windows until Wwise works under Linux editor.
I've run into the same problem. I found two other posts with the same issue, but no solution. https://www.audiokinetic.com/qa/1907/wwise-integration-using-unity-editor-for-linux https://www.audiokinetic.com/qa/5784/editor-errors-connected-build-windows-machine-works-properly Is there still no solution to this?
For future references, if anyone needs it to work with Wwise 2021.1.2, you need to do the following changes. In files: Replace... Code (CSharp): #if UNITY_STANDALONE_LINUX && ! UNITY_EDITOR with... Code (CSharp): #if UNITY_EDITOR || (UNITY_STANDALONE_LINUX && !UNITY_EDITOR) In files: Replace... Code (CSharp): #if UNITY_STANDALONE_LINUX && !UNITY_EDITOR with... Code (CSharp): #if UNITY_EDITOR || (UNITY_STANDALONE_LINUX && !UNITY_EDITOR) In file: Line 228 - Add these lines before "#elif UNITY_STANDALONE_WIN" Code (CSharp): #elif UNITY_EDITOR_LINUX return System.IO.Path.GetFullPath(AkUtilities.GetPathInPackage("Runtime/Plugins/Linux/x86_64/DSP")); In file: Replace in lines 514, 526, 538, 550, 562, 574... Code (CSharp): #if (UNITY_SWITCH || UNITY_ANDROID || UNITY_STANDALONE_LINUX || UNITY_STADIA) && !UNITY_EDITOR with... Code (CSharp): #if (UNITY_SWITCH || UNITY_ANDROID || UNITY_STANDALONE_LINUX || UNITY_STADIA) && !UNITY_EDITOR || UNITY_EDITOR_LINUX To fix an issue with Wwise integration persistently modifying native livrary on-the-fly, you need to change the following script. In file: After... Code (CSharp): switch (pluginPlatform) { case "Mac": pluginConfig = splitPath[1]; editorCPU = "AnyCPU"; editorOS = "OSX"; break; case "Windows": editorCPU = splitPath[1]; pluginConfig = splitPath[2]; editorOS = "Windows"; break; add... Code (CSharp): case "Linux": editorCPU = splitPath[1]; pluginConfig = splitPath[2]; editorOS = "Linux"; break; } Hope this will help someone. Have a nice day
Hi all, My team and I have still been encountering this issue even after changing the preprocessor directives and using the script that automates replacement. However even after following the steps listed here, our cloud builds cannot complete due to Wwise compiler errors -- ex: Code (CSharp): Assets/Wwise/API/Runtime/Handwritten/Common/AkCommonPlatformSettings.cs(299,39): error CS0117: 'AkSoundEngine' does not contain a definition for 'AK_MAX_SOUND_PROPAGATION_DEPTH' This is likely due to the CI VM being a Linux machine, however others have reported using this approach fixed their compiler errors/allowed them to get CI builds. Has anyone encountered this or explored other solutions after trying the ones in this thread?