Wwise SDK 2023.1.8
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This page contains information that is specific to using the Wwise SDK for the Android platform.
To use the Wwise SDK with the Android platform, you must install the Android SDK, Android SDK Tools, and Android NDK. For the required versions, refer to the appropriate version of the Android Release Notes.
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:
CAkDefaultIOHookDeferred::SetBasePath()
to do so. This is not done automatically.CAkDefaultIOHookDeferred::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 CAkDefaultIOHookDeferred::InitAndroidIO
with a JavaVM and the android.app.Activity 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:
Wwise 3D Audio is supported on Android. It is implemented through Android's Spatial Audio technology (distinct from Wwise Spatial Audio), and is designed for headphone output. It supports a spatialized bed and a passthrough mix. System audio objects are not supported.
Android OS versions 13 and higher have Spatial Audio user preferences for wired and wireless headphones. Therefore, the 3D Audio pipeline in Wwise is always activated when the following requirements are met:
We recommend that you allow the user to choose whether to use 3D Audio through an in-game setting, and swap between two Audio Device sharesets based on this setting.
Upon initialization, if 3D Audio is activated, the main mix is configured as 7.1.4 PCM (default), unless the Main Mix Configuration property of the Audio Device is set to a different value. These are the supported main mix PCM channel configurations:
Note: Enabling Android Spatial Audio disables the low-latency "Fast Audio Path" feature. Refer to Using the "Fast Audio Path" (low-latency) |
If you are using the Wwise Unreal Integration, you must set several options in the Unreal project to enable 3D Audio. Different speaker configurations (7.1.4, 5.1, and so on) require different configurations.
To configure Android 3D Audio options in Unreal: #- In the Unreal project, select Edit > Project Settings and in the Wwise section, select Android. The Wwise - Android settings page opens. #- Open Common Settings > Main Output Settings. #- Set the Panning Rule to Headphones. #- Set the Channel Config Type to Standard. #- Set the Channel Mask options according to the desired speaker configuration, listed in the following table:
Speaker configuration | Channel Mask settings |
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5.1 |
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5.1.2 |
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7.1 |
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7.1.2 |
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7.1.4 |
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