Version
- iOS
After you install the GME In-Game Voice Chat from the Audiokinetic Launcher, integrate Wwise into your Unreal project through the Unreal page in the Audiokinetic Launcher. If you have already integrated Wwise in your Unreal project, you can skip this step.
After the integration process is complete, navigate to the Wwise installation folder:
From there, copy the following directory to the Plugins
directory of your
project:
<Wwise>/SDK/plugins/TencentGME/Unreal/GMEWwiseDemo/Plugins/TencentGME_Wwise
This directory contains everything required for the GME integration.
You must place the GME prebuilt plug-in libraries for different platform targets in
the specified locations of the TencentGME_Wwise
plug-in in the
ThirdParty
directory. The naming style and the directory structure are
exactly the same as those of the Wwise SDK. The following table shows the expected path
locations for each platform relative to Plugins/TencentGME_Wwise/ThirdParty
.
The placeholder (CONFIG)
represents the 3 available build configurations:
Debug
, Profile
, and Release
.
Platform |
GME libraries |
Path |
Notes |
---|---|---|---|
Windows |
|
| |
Android |
|
|
|
iOS |
|
| |
macOS |
|
| |
Xbox One |
|
| |
Xbox Series X |
|
| |
PS4 |
|
|
For more information on |
PS5 |
|
|
For more information on |
The TencentGME_Wwise module must be linked by the game C++ project. In the game
project module file (for example, GMEWWiseDemo.Build.cs
), add the GME In-Game Voice Chat dependency as follows:
public class GMEWWiseDemo : ModuleRules { public GMEWWiseDemo(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "AkAudio", "TencentGME_Wwise" }); } }
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