Creating an Audio Manager using Wwise/Unity
We create an empty object _AudioManager in Unity and create a C# script for the audio Manager, we create an interface that can be used in different scripts.
STEP 1: Singleton Pattern
STEP2: Attributes containing unity objects, Wwise banks, scriptable object references, Wwise Game Syncs and variables.
STEP3: Loading Wwise Banks, reference States using Scriptable Objects, reference Unity Enemy Objects and calling Singleton Method.
STEP4: Calculate distances to set Wwise States and Parameter Values, conditions for setting states. (Image 4 & 5)
STEP5: Calculating distance between player and boss, setting distance to parameter.
STEP6: Detect dead enemies and discard them from distance calculations.
Additional features: Audio Manager saves current MX/BGS State
On last image we can see lines of methods that load banks and reference files into Resources Folder in Unity.