Wwise SDK 2019.1.11
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This page contains information that is specific to using the Wwise SDK for the Android platform.
Note:
You can build the Android libraries using the script BuildAllAndroid.cmd with the desired platform and configuration (i.e. BuildAllAndroid.cmd armeabi-v7a debug) on windows in the SDK/source/SoundEngine folder. This will call ndk-build with the appropriate parameters. This script can target the 4 supported architectures (v7a, x86, v8a-64 and x86_64) in 3 configurations (debug, profile, release). |
In recent OS versions, Google introduced the "fast audio path". This bypasses some of the internal processing if some conditions are met, drastically reducing the latency of the OS and hardware processing. Please read Controlling Latency on Android for more details.
There are three ways of deploying and loading SoundBanks on Android:
CAkDefaultIOHookBlocking::SetBasePath()
to do so. This is not done automatically.CAkDefaultIOHookBlocking::AddBasePath()
.The default implementation of the low-level IO found in $<Wwise>/SDK/samples/SoundEngine/Android can access APK, OBB, and POSIX files. You must call the function CAkDefaultIOHookBlocking::InitAndroidIO
with a JavaVM and the NativeActivity to initialize both APK and OBB readers.
Note: The OBB archive must be unencrypted for the default Low Level IO to work. If not, you'll need to write your own IO. |
Note: The OBB reading is done with libzip, please check the license under Libzip. If you do not accept the license, you can disable the use of LibZip by defining the symbol "REMOVE_LIBZIP" in your compilation flag. If so, you'll need to write your own IO hook to read OBB or uncompress the OBB before use. |
The IO system will search for files in the given paths in the reverse order, newest added first, APK content last. This allows for DLC content to replace APK content.
Refer to Low-Level I/O on how to implement the low-level I/O submodule.
The Wwise SDK precompiled libraries come compiled in these flavors:
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