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Wwise Unity Integration Documentation
Known Issues and Limitations

This page lists known issues and limitations in the Wwise Unity Integration. For platform-specific issues, see the relevant section under Platform-Specific Information.

Known Issues

Upgrading Wwise

Upgrading Wwise in a Unity project causes errors, notably "An infinite import loop has been detected". Make sure to update your Unity project to a supported version (see Release Notes - Wwise Unity Integration 2023.1.8).

Limitations

Unity Cloud Build

The Wwise Unity Integration does not support the Unity Cloud Build service.

Streaming Media with Addressables on tvOS

Avoid streaming media with Addressables on tvOS. It is not currently supported and the streamed media will not play.

API Limitations

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):

  • Streaming sounds should not be done at the same time as level data is loaded from disk.
  • Several AK::SoundEngine::DynamicSequence API functions have different names in their Unity API bindings 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. Instead, in the API binding its name is AkSoundEngine.DynamicSequenceOpen().
  • C++ overloaded operators are renamed into functions in the Unity scripting language. For example, AkArray::operator[] becomes AkPlaylistArray.ItemAtIndex(uint uiIndex). This is done according to how SWIG handles C++ overloaded operators.
  • Unsupported APIs and components:
    • iOS audio input callback API
    • AkSpeakerVolumeMatrixCallbackInfo
    • AkSpeakerVolumeMatrixBusCallbackInfo
    • AkBusCallbackFunc
    • AK::SoundEngine::RegisterBusVolumeCallback
    • AK::SoundEngine::RegisterCodec
    • AK::SoundEngine::RegisterGlobalCallback
    • 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)
    • All variants of AK::SoundEngine::DynamicDialogue::ResolveDialogueEvent that accept callbacks or event names

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