/******************************************************************************* The content of this file includes portions of the proprietary AUDIOKINETIC Wwise Technology released in source code form as part of the game integration package. The content of this file may not be used without valid licenses to the AUDIOKINETIC Wwise Technology. Note that the use of the game engine is subject to the Unity(R) Terms of Service at https://unity3d.com/legal/terms-of-service License Usage Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use this file in accordance with the end user license agreement provided with the software or, alternatively, in accordance with the terms contained in a written agreement between you and Audiokinetic Inc. Copyright (c) 2026 Audiokinetic Inc. *******************************************************************************/ using UnityEditor; using UnityEngine; namespace AK.Wwise.Unity.Logging { public enum LogLevel { /// Silence all logs. Note: This will cause builds to pass, even if Wwise has errors. None, /// Only log Errors Error, /// Only log Errors and Warnings Warning, /// Default Level Log, /// Verbose Logging Verbose, /// Very Verbose Logging VeryVerbose } public class WwiseLoggerSettings: ScriptableObject { [UnityEngine.SerializeField] private LogLevel m_logLevel = LogLevel.Log; private static WwiseLoggerSettings _instance; private static string WwiseResources { get { return System.IO.Path.Combine(System.IO.Path.Combine("Assets", "Wwise"), "Resources"); } } private static string path = System.IO.Path.Combine(WwiseResources, "WwiseLoggerSettings.asset"); public static WwiseLoggerSettings Instance { get { if (_instance == null) { _instance = Resources.Load("WwiseLoggerSettings"); if (_instance == null) { _instance = CreateInstance(); #if UNITY_EDITOR if (!AssetDatabase.IsValidFolder(WwiseResources)) { AssetDatabase.CreateFolder(System.IO.Path.Combine("Assets", "Wwise"), "Resources"); } string assetName = "WwiseLoggerSettings"; string assetPath = path; AssetDatabase.CreateAsset(_instance, assetPath); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); #endif } } return _instance; } } public LogLevel LogLevel { get => m_logLevel; set => m_logLevel = value; } } }