Once the Wwise and Unity projects have been integrated, we are ready to set up our Wwise session.
- Open the Wwise project associated with the Unity project.
- Look at the Project Explorer window. Create a simple Sound SFX by right clicking on the Default Work Unit in the Actor-Mixer Hierarchy in the Wwise Project Explorer (more on these terms here). Select ‘New Child’, and ‘Sound SFX’.
- The new Sound SFX will appear in red, meaning there is no audio attached to it. Right click the Sound SFX and select ‘Import Audio Files’, or simply drag an audio file onto the Sound SFX object from your file explorer. Rename the Sound SFX, I went for Ambience here.
- Check the sound file has been attached to the Sound SFX object by playing it back in the Wwise Transport Control, or by selecting the Sound SFX and pressing the spacebar. It should play back immediately.
- Once we have heard the sound file playing back, we are ready to create an Event. Events have actions associated with them such as Play, Stop etc. This is how the sound is triggered from Unity.
- Right click the Sound SFX, select New Event, and Play. This will create an event called Play_Ambience, under Wwise’s naming convention. We should now see the event in the Events tab in the project explorer.
- Now we must create a SoundBank. Select the SoundBanks tab in the Project Explorer, right click on the Default Work Unit, select New Child, and choose SoundBank.
- Select the Layout tab from toolbar at the top of the screen, and choose SoundBank. We should now see the Default Work Unit, and the SoundBank within it. Go back to the Events tab in the Project Explorer, and drag the Event onto the SoundBank.
- Finally, ensure that the SoundBank has been selected, along with the correct platform and language. Save your Wwise project and hit Generate Selected to generate your SoundBank. A confirmation message will pop up confirming when this has been completed.
- Now, open Unity and navigate to the Wwise Picker, and expand the Wwise Project. Expand the Events and SoundBanks folders, and under the Default Work Unit headings we should see the Event and SoundBank that we created. This shows that the SoundBank generation has been successful.
- One more step! Right click anywhere in the Hierarchy in Unity, and select Create Empty. This will create an empty GameObject, which I have renamed to SoundBank.
Now drag the SoundBank from the Wwise Picker tab, onto the SoundBank GameObject. We will see a new component appear in the inspector, AkBank. This will load our SoundBank when we launch the game in Unity. Ensure the bank is set to load on start, and that the correct SoundBank is selected under ‘Bank Name’.
Now our sessions are integrated, and ready to go.