Feat : Wwise Integration
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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) 2026 Audiokinetic Inc.
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*******************************************************************************/
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#if UNITY_EDITOR_WIN || (UNITY_STANDALONE_WIN && !UNITY_EDITOR)
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public partial class AkBasePathGetter
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{
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static string DefaultPlatformName = "Windows";
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public static void AdjustFullBasePathForPlatform(ref string fullBasePath)
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{
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fullBasePath = System.IO.Path.Combine(UnityEngine.Application.streamingAssetsPath, fullBasePath);
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}
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public static string GetPersistentDataPath()
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{
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return UnityEngine.Application.persistentDataPath;
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}
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public static bool InitBankExists(string tempSoundBankBasePath)
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{
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return System.IO.File.Exists(System.IO.Path.Combine(tempSoundBankBasePath, "Init.bnk"));
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}
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public static string GetDecodedBankPath()
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{
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return System.IO.Path.Combine(Instance.SoundBankBasePath, DecodedBankFolder);
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}
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}
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#endif
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#if UNITY_EDITOR
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[UnityEditor.InitializeOnLoad]
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public partial class AkWindowsBasePathGetter
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{
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static AkWindowsBasePathGetter()
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{
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AkBasePathGetter.AddTargetPlatform(UnityEditor.BuildTarget.StandaloneWindows, "Windows");
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AkBasePathGetter.AddTargetPlatform(UnityEditor.BuildTarget.StandaloneWindows64, "Windows");
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}
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}
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#endif
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