update audio + switch to wwise
This commit is contained in:
+52
@@ -0,0 +1,52 @@
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/*******************************************************************************
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The content of this file includes portions of the proprietary AUDIOKINETIC Wwise
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Technology released in source code form as part of the game integration package.
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The content of this file may not be used without valid licenses to the
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AUDIOKINETIC Wwise Technology.
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Note that the use of the game engine is subject to the Unity(R) Terms of
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Service at https://unity3d.com/legal/terms-of-service
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License Usage
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Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use
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this file in accordance with the end user license agreement provided with the
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software or, alternatively, in accordance with the terms contained
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in a written agreement between you and Audiokinetic Inc.
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Copyright (c) 2024 Audiokinetic Inc.
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*******************************************************************************/
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#if UNITY_EDITOR
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[UnityEditor.InitializeOnLoad]
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public class AkLinuxPluginActivator
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{
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static AkLinuxPluginActivator()
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{
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if (UnityEditor.AssetDatabase.IsAssetImportWorkerProcess())
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{
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return;
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}
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#if !UNITY_2019_2_OR_NEWER
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AkPluginActivator.RegisterBuildTarget(UnityEditor.BuildTarget.StandaloneLinuxUniversal, new AkPluginActivator.PlatformConfiguration
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{
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WwisePlatformName = "Linux",
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PluginDirectoryName = "Linux"
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});
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AkBuildPreprocessor.RegisterBuildTarget(UnityEditor.BuildTarget.StandaloneLinuxUniversal, new AkBuildPreprocessor.PlatformConfiguration
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{
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WwisePlatformName = "Linux"
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});
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#endif
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AkPluginActivator.RegisterBuildTarget(UnityEditor.BuildTarget.StandaloneLinux64, new AkPluginActivator.PlatformConfiguration
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{
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WwisePlatformName = "Linux",
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PluginDirectoryName = "Linux"
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});
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AkBuildPreprocessor.RegisterBuildTarget(UnityEditor.BuildTarget.StandaloneLinux64, new AkBuildPreprocessor.PlatformConfiguration
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{
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WwisePlatformName = "Linux"
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});
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WwiseSetupWizard.AddBuildTargetGroup(UnityEditor.BuildTargetGroup.Standalone);
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}
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}
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#endif
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@@ -0,0 +1,43 @@
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/*******************************************************************************
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The content of this file includes portions of the proprietary AUDIOKINETIC Wwise
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Technology released in source code form as part of the game integration package.
|
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The content of this file may not be used without valid licenses to the
|
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AUDIOKINETIC Wwise Technology.
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Note that the use of the game engine is subject to the Unity(R) Terms of
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Service at https://unity3d.com/legal/terms-of-service
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||||
|
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License Usage
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||||
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Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use
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this file in accordance with the end user license agreement provided with the
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software or, alternatively, in accordance with the terms contained
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in a written agreement between you and Audiokinetic Inc.
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Copyright (c) 2024 Audiokinetic Inc.
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*******************************************************************************/
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#if UNITY_EDITOR
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[UnityEditor.InitializeOnLoad]
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public class AkMacPluginActivator
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{
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static AkMacPluginActivator()
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{
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if (UnityEditor.AssetDatabase.IsAssetImportWorkerProcess())
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{
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return;
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}
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AkPluginActivator.RegisterBuildTarget(UnityEditor.BuildTarget.StandaloneOSX, new AkPluginActivator.PlatformConfiguration
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{
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WwisePlatformName = "Mac",
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PluginDirectoryName = "Mac"
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});
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AkBuildPreprocessor.RegisterBuildTarget(UnityEditor.BuildTarget.StandaloneOSX, new AkBuildPreprocessor.PlatformConfiguration
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{
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WwisePlatformName = "Mac"
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});
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WwiseSetupWizard.AddBuildTargetGroup(UnityEditor.BuildTargetGroup.Standalone);
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}
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}
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#endif
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+49
@@ -0,0 +1,49 @@
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/*******************************************************************************
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The content of this file includes portions of the proprietary AUDIOKINETIC Wwise
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Technology released in source code form as part of the game integration package.
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The content of this file may not be used without valid licenses to the
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AUDIOKINETIC Wwise Technology.
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Note that the use of the game engine is subject to the Unity(R) Terms of
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Service at https://unity3d.com/legal/terms-of-service
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||||
|
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License Usage
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Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use
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this file in accordance with the end user license agreement provided with the
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software or, alternatively, in accordance with the terms contained
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in a written agreement between you and Audiokinetic Inc.
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Copyright (c) 2024 Audiokinetic Inc.
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*******************************************************************************/
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#if UNITY_EDITOR
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[UnityEditor.InitializeOnLoad]
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public class AkWindowsPluginActivator
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{
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static AkWindowsPluginActivator()
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{
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if (UnityEditor.AssetDatabase.IsAssetImportWorkerProcess())
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{
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return;
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}
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AkPluginActivator.RegisterBuildTarget(UnityEditor.BuildTarget.StandaloneWindows, new AkPluginActivator.PlatformConfiguration
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{
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WwisePlatformName = "Windows",
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PluginDirectoryName = "Windows"
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});
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AkPluginActivator.RegisterBuildTarget(UnityEditor.BuildTarget.StandaloneWindows64, new AkPluginActivator.PlatformConfiguration
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{
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WwisePlatformName = "Windows",
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PluginDirectoryName = "Windows"
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});
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var buildConfig = new AkBuildPreprocessor.PlatformConfiguration
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{
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WwisePlatformName = "Windows"
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};
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AkBuildPreprocessor.RegisterBuildTarget(UnityEditor.BuildTarget.StandaloneWindows, buildConfig);
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AkBuildPreprocessor.RegisterBuildTarget(UnityEditor.BuildTarget.StandaloneWindows64, buildConfig);
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WwiseSetupWizard.AddBuildTargetGroup(UnityEditor.BuildTargetGroup.Standalone);
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}
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}
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#endif
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