/******************************************************************************* 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) 2025 Audiokinetic Inc. *******************************************************************************/ #if UNITY_EDITOR internal static class AkWwiseIDConverter { private static readonly string s_bankDir = UnityEngine.Application.dataPath; private static readonly string s_converterScript = System.IO.Path.Combine( System.IO.Path.Combine(System.IO.Path.Combine(UnityEngine.Application.dataPath, "Wwise"), "Tools"), "WwiseIDConverter.py"); private static readonly string s_progTitle = "WwiseUnity: Converting SoundBank IDs"; [UnityEditor.MenuItem("Assets/Wwise/Convert Wwise SoundBank IDs", false, (int) AkWwiseMenuOrder.ConvertIDs)] public static void ConvertWwiseSoundBankIDs() { var bankIdHeaderPath = UnityEditor.EditorUtility.OpenFilePanel("Choose Wwise SoundBank ID C++ header", s_bankDir, "h"); if (string.IsNullOrEmpty(bankIdHeaderPath)) { UnityEngine.Debug.Log("WwiseUnity: User canceled the action."); return; } var start = new System.Diagnostics.ProcessStartInfo(); start.FileName = "python"; start.Arguments = string.Format("\"{0}\" \"{1}\"", s_converterScript, bankIdHeaderPath); start.UseShellExecute = false; start.RedirectStandardOutput = true; var progMsg = "WwiseUnity: Converting C++ SoundBank IDs into C# ..."; UnityEditor.EditorUtility.DisplayProgressBar(s_progTitle, progMsg, 0.5f); using (var process = System.Diagnostics.Process.Start(start)) { process.WaitForExit(); try { //ExitCode throws InvalidOperationException if the process is hanging if (process.ExitCode == 0) { UnityEditor.EditorUtility.DisplayProgressBar(s_progTitle, progMsg, 1.0f); UnityEngine.Debug.Log(string.Format( "WwiseUnity: SoundBank ID conversion succeeded. Find generated Unity script under {0}.", s_bankDir)); } else UnityEngine.Debug.LogError("WwiseUnity: Conversion failed."); UnityEditor.AssetDatabase.Refresh(); } catch (System.Exception ex) { UnityEditor.AssetDatabase.Refresh(); UnityEditor.EditorUtility.ClearProgressBar(); UnityEngine.Debug.LogError(string.Format( "WwiseUnity: SoundBank ID conversion process failed with exception: {}. Check detailed logs under the folder: Assets/Wwise/Logs.", ex)); } UnityEditor.EditorUtility.ClearProgressBar(); } } } #endif // #if UNITY_EDITOR