Sounds for parts with Wwise and Unity
[[Category:Parts modding]]
Sounds for parts with Wwise and Unity
First, install your Unity environment, SpaceWarp template, ....
There are already excellent tutorials that explain these steps:
https://github.com/SpaceWarpDev/SpaceWarp.Template
First step: Wwise
You need to create an account : https://www.audiokinetic.com/fr/products/wwise/
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Next : Install Wwise Launcher
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Wwise is free for a 200 sounds databank.
Ok, now a warning :
When I started my mod, I couldn't get the sound to work with the latest 2023 version of Wwise.
So I continued to use version 2021 of Wwise to prepare my sounds and I integrated version 2023 of the Wwise libraries into Unity for maximum compatibility.
So I will explain how I did it but maybe you can try directly with the latest 2023 versions. If you succeed, let me know so that I can modify this tutorial.
So, this tutorial will first install version 2021 to be able to have a Wwise project in 2021 format then I update the Wwise libraries in Unity in 2023 format.
For these reasons, here are the versions of Wwise on my computer:
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Ok, now let's prepare the environment for Unity. Wwise normaly will found your existing projects. We'll integrate Wwise on projects now :
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Next, select Wwise version (2021.1.13.8036 for me) and plateform(s) you want :
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If some packages are missions for destination plateform(s), this message will appear :
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Clic Modify Wwise…. And add it.
The SDK is required. It should also be added.
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Clic on Next to perform installation.
When ok, come back to Unity integration.
If SDK is not set, choose it :
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Wwise project need to be created. For that, leave the field empty :
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Unity integration is ready :
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Then, clic on Integrate.
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Now that the Wwise project is created in 2021 format, I can update the Wwise libraries in the Unity project.
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It's OK. In the screenshot I can update to the latest version 2023. I won't do that because I'm sure everything is fine with the versions I chose.
I will do a test later for the latest updates.
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Normaly, now, your Wwise project will appear on the Wwise Launcher. I work on my projects with the 2021 version of Wwise. I will open the Wwise project that was created:
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Step 2 : Wwise project
You need to create your sound databank :
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Your soundbank is now created.
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I'm only using windows plateform and English language but you can add/remove/modify :
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Next step : importing your audio files. I'm using .wav format.
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Select your wave file on your computer.
Then, import :
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My new sound appears on the list :
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You can double click on you audio (for example if you want to set a loop) :
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And close the window.
Now, you have to set events with your audio for using in Unity : one for playing it, one for stopping it :
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Clic on your new event for setting it :
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Right clic on Target field for assign an audio to this event :
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Select your audio :
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Same event creation for stopping audio action :
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Same for playing, assign your audio to this envent.
Now both events appear on the list :
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To finish, you must assign new events to your soundbank. For that, select your soundbank and drag and drop your events on the bottom window :
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Ok, ready now.
Now, just generate your soundbank for using it with Unity and your final mod :
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Your soundbank is now in your wwsise folder <Wwise Project>/GeneratedSoundBanks/Windows
You have to copy the file .bnk in your KSP2 mod folder <Your Mod>/assets/soundbanks/
Now, keep your Wwise Project open and start Unity.
Step 3 : Unity project
Normaly, both are connected. We will verify in the wwise picker window :
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All your soundbank events normaly appear on this window.
I will show you 2 ways for using them.
Example 1 : add an engine sound
First, I create an empty gameobject for sound : u_amb_Engine
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And on it few Components :
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In Rigidbody, check "Is Kinematic" and uncheck "Use Gravity" !
Next, add audio Components :
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