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Version
2023.1.11.8682
2024.1.3.8749
2023.1.11.8682
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
2024.1.3.8749
2023.1.11.8682
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 2023.1.11
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Once your game is ready to exit and does not require audio anymore, it's time to terminate all the modules that were initialized earlier. Our sample program uses the following function to group all of the termination code:
Termination will be done in the reverse order compared to initialization.
If it has been initialized, let's start by terminating the communication module:
warning | Caution: It is important to terminate the communication modules before the other modules. |
If it has been initialized, Spatial Audio should be terminated before the sound engine.
If it has been initialized, the music engine should be terminated before the sound engine.
Then move on to the sound engine itself:
Next we terminate the Streaming Manager and Low-Level I/O:
Finally, now that all the clients of the Memory Manager have been terminated, it's time for the Memory Manager itself to go as well:
Everything related to the sound engine has now been cleaned-up, and we are ready to exit the program. Next, you should move on to Integrate Wwise Elements into Your Game.
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