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Wwise Unreal Integration Documentation
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The WwiseSoundEngine.Build.cs
file (located at …\Plugins\Wwise\Source\WwiseSoundEngine\WwiseSoundEngine.Build.cs
) is responsible for setting up the build parameters for the plug-in for each supported platform. This file specifically:
The following preprocessor defines are introduced in WwiseSoundEngine.Build.cs
:
AK_CONFIGURATION
AK_SUPPORT_OPUS
AK_SUPPORT_WAAPI
AK_UNREAL_MAX_CONCURRENT_IO
For the following platforms, all Wwise plug-ins within their respective bin
folders within ThirdParty
will be packaged into the final executable:
For Android, a UPL file is located at …\Plugins\Wwise\Source\AkAudio\Wwise_APL.xml
which specifies that all shared libraries will be packaged into the final executable for the architecture of the binary being built.
For iOS and tvOS, plug-in registration is handled within the …\Plugins\Wwise\Source\WwiseSoundEngine\Public\GeneratedAkiOSPlugins.h
header. This file is generated upon bank generation, and is included within …\Plugins\Wwise\Source\WwiseSoundEngine_{WWISE_MAJOR}_{WWISE_MINOR}\Private\Wwise\API_{WWISE_MAJOR}_{WWISE_MINOR}\WwiseSoundEngineAPI_{WWISE_MAJOR}_{WWISE_MINOR}
.cpp.
For Switch, plug-in registration is handled within the …\Plugins\Wwise\Source\WwiseSoundEngine\Public\GeneratedAkSwitchPlugins.h
header. This file is generated upon bank generation, and is included within …\Plugins\Wwise\Source\WwiseSoundEngine_{WWISE_MAJOR}_{WWISE_MINOR}\Private\Wwise\API_{WWISE_MAJOR}_{WWISE_MINOR}\WwiseSoundEngineAPI_{WWISE_MAJOR}_{WWISE_MINOR}
.cpp.
Note: To reduce the size of the shipped executable, users are encouraged to remove unused shared libraries from the bin folder within …\Plugins\Wwise\ThirdParty . |
For the following platforms, shared (dynamic) libraries are added to the list of runtime dependencies in the generated …\Binaries\<UEPlatform>\<TargetName>
.target file.
Note: To use the Wwise Unreal Integration in a UE debug configuration that uses the debug CRT on Windows, set the bIsDebugBuild variable within WwiseUEPlatform_Windows.Build.cs to true. Please note that with this variable set, the AkOpusDecoder and AkAutobahn libraries will be disabled as they currently do not support debug CRT. |
If the installation steps outlined in Installation have been followed correctly, rebuilding the Unreal Wwise Integration is done the same way as rebuilding the Unreal Engine. For a more detailed description of this process, see Setting Up Your Production Pipeline.
For more information on plug-ins with source code, see Code in Plugins.
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