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Third-party and Custom Audio Devices

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.

[Note] Note

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 AkOutputSettings::audioDeviceShareset is used to designate a different device.

Further information on developing plug-ins for Wwise

Consult the SDK documentation for more information on developing plug-ins for Wwise.


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