Version
The following features and functions of the native Wwise SDK are not supported, or their behaviors have been modified in the Integration (most recent change first):
UnloadBank()
no longer takes a single argument overloaded version. A memory-location pointer has to be provided as the second argument.AK::SoundEngine::iOS::ListenToAudioSessionInterruption()
.GetGameObjectFromPlayingID()
returns GameObject ID in 32bit for both Windows 32bit and 64bit (truncation).PostEvent()
and GameObject-related APIs now accept null
as the GameObject input argument to affect the global scope.PostEvent()
callbacks are serialized and occur on the start of the next game frame instead of being called from the audio thread. Therefore no synchronization mechanism is necessary.AK::Monitoring::SetLocalOutput()
has been replaced by AkCallbackManager.SetMonitoringCallback()
.AK::SoundEngine::SetPosition()
has been replaced by AkSoundEngine.SetObjectPosition()
.PostEvent()
are limited to one source.AK::SoundEngine::DynamicSequence
API functions are renamed in their Unity API binding to maintain clarity. This is a remedy to compensate for the namespace-flattening side effects caused by SWIG. For example, AK::SoundEngine::DynamicSequence::Open()
would have become AkSoundEngine.Open()
in the generated API. So we rename it into AkSoundEngine.DynamicSequenceOpen()
in the API binding.AkArray::operator[]
becomes AkPlaylistArray.ItemAtIndex(uint uiIndex)
. This is done according to how SWIG is designed to handle C++ overloaded operators.AkSpeakerVolumeMatrixCallbackInfo
AkSpeakerVolumeMatrixBusCallbackInfo
AkBusCallbackFunc
AK::SoundEngine::RegisterBusVolumeCallback
AK::SoundEngine::RegisterCodec
AK::SoundEngine::RegisterPlugin
AK::SoundEngine::Query::AkGameObjectsList
AK::SoundEngine::Query::GetActiveGameObjects()
AK::SoundEngine::Query::GameObjDst
AK::SoundEngine::Query::AkRadiusList
AK::SoundEngine::Query::GetMaxRadius(AkRadiusList & io_RadiusList)
AK::SoundEngine::DynamicSequence::ResolveDialogueEvent(const char*, const char**, AkUint32, AkPlayingID)
AK::SoundEngine::DynamicSequence::ResolveDialogueEvent(const wchar_t*, const wchar_t**, AkUint32, AkPlayingID)
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