As explained in Integration Details - Plug-Ins, plug-ins can be used to extend the capabilities of Wwise with new sources and effects.
Your game must register all the source and effect plug-ins it might need with calls to AK::SoundEngine::RegisterPlugin(). For example, the sample project registers the Wwise Reverb effect which is used on the Voices Control Bus:
#include <AK/Plugin/AkRoomVerbFXFactory.h> // Effect ID and creation functions of the Wwise RoomVerb plug-in #include <AK/Plugin/AkAudioInputSourceFactory.h> // Effect ID and creation functions of the Audio Input source plug-in (...) // // Register plug-ins. You must register each source or effect plug-in used // in your game (in this case just the Wwise RoomVerb effect and the Audio Input source plug-ins) // // Register RoomVerb FX plugin AK::SoundEngine::RegisterPlugin( AkPluginTypeEffect, AKCOMPANYID_AUDIOKINETIC, AKEFFECTID_ROOMVERB, CreateRoomVerbFX, CreateRoomVerbFXParams ); // Register Audio Input source plugin AK::SoundEngine::RegisterPlugin( AkPluginTypeSource, AKCOMPANYID_AUDIOKINETIC, AKSOURCEID_AUDIOINPUT, CreateAudioInputSource, CreateAudioInputSourceParams );
Refer to Creating New Plug-ins for information about creating your own source and effect plug-ins.
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Note: This sample code comes from the Sound Engine Integration Sample Project available in the Samples section. Refer to Integration Demo Sample for more information. |
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