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2018.1.11.6987
2024.1.4.8780
2023.1.12.8706
2022.1.18.8567
2021.1.14.8108
2019.2.15.7667
2019.1.11.7296
2018.1.11.6987
2017.2.10.6745
2017.1.9.6501
2016.2.6.6153
2015.1.9.5624
2024.1.4.8780
2023.1.12.8706
2022.1.18.8567
2021.1.14.8108
2019.2.15.7667
2019.1.11.7296
2018.1.11.6987
2017.2.10.6745
2017.1.9.6501
2016.2.6.6153
2015.1.9.5624
Wwise SDK 2018.1.11
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info | Note: Before initializing the sound engine itself, the memory manager and streaming manager must be initialized. Please refer to the section Initialize the Different Modules of the Sound Engine for more information about global initialization. |
Initializing the sound engine itself is done by calling the AK::SoundEngine::Init function. The default initialization shown in Initializing the Sound Engine is copied here for your convenience.
The AK::SoundEngine::Init function takes 2 parameters.
First parameter : AkInitSettings * in_pSettings
Second parameter : AkPlatformInitSettings * in_pPlatformSettings
warning | Caution: Both parameters are considered optional, but we strongly recommend you customize these values to the needs of the game, because the default values often require high memory usage. Depending on the game type, memory settings should be adjusted carefully. Refer to the section Determining an Appropriate Size for Your Memory Pools for more information. |
The AkInitSettings and AkPlatformInitSettings structures must be initialized using the AK::SoundEngine::GetDefaultInitSettings and AK::SoundEngine::GetDefaultPlatformInitSettings functions.
Initializing the structure using these two functions fills the structures with the default parameters. This is useful because:
The following sample code demonstrates how to initialize the two main pools of the sound engine.
For more information on choosing memory pool sizes, refer to Optimizing Memory Pools.
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