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2017.1.9.6501
2024.1.6.8842
2023.1.14.8770
2022.1.19.8584
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
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2024.1.6.8842
2023.1.14.8770
2022.1.19.8584
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
You may have access to third-party Audio Devices in your Wwise project. If applicable, consult their documentation for further information. With Wwise's open sink plug-in framework, however, developers can create and integrate their own Audio Device sink plug-ins.
Define new Audio Devices if you want to use custom sink plug-ins, which normally do specialized post-processing or output the audio signal to nonstandard hardware. If your game does not use such custom processing, you do not need to create Audio Devices. By default, Wwise will always use the system's default output, as defined by the system's audio settings menu.
Multiple Audio Devices objects can be defined in one project. So, the device to be used needs to be selected at runtime, even if just one is defined at initialization. Consult the SDK documentation to see how to select the device.
info | Note |
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You do not have to define an Audio Device for the regular output of a console. This is always available and used by default, unless |
Consult the SDK documentation for more information on developing plug-ins for Wwise.
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