Plug-ins are used in Wwise to offer various types of sources and effects to the Wwise user and game developer. Source plug-ins are used to generate sound, while effect plug-ins are used to modify sound.
Source and effect plug-ins are not to be confused with codec plug-ins. Please refer to Integrating Codec Plug-Ins for information on codec plug-ins.
You can also create your own plug-ins, or use plug-ins developed by someone else. For more information about custom plug-ins, refer to Creating New Plug-ins.
If the sound designer decided to use some plug-ins in the Wwise project for your game, these plug-ins need to be integrated into your code for them to be available to the sound engine at runtime.
Each plug-in is provided as an individual library (LIB file) that must be linked into your game. Registration is automatic if you include the corresponding factory file from SDK/include/AK/Plugin. For example, the factory file for the Compressor effect is:
#include <AK/Plugin/AkCompressorFXFactory.h>
For a complete list of libraries for each plug-in, refer to Source and Effect Plug-ins. When finalizing your game before shipping, you should register only the plug-ins that are actually used to reduce the size of the your game executable, especially if you ship on mobile devices.
It is also possible to use dynamic libraries for plug-ins on most platforms. In that case, there is nothing to do except deploy the DLL file (or, depending on the platform, SO, PRX, SUPRX, or RPL file) with the game executable. Don't link with the LIB and don't include the factory include file.
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Note: The Windows version of the dynamic libraries (DLLs) are provided only with the Visual Studio 2013 package installation. Static libraries are available on all targets. |
For an example of integrating plug-ins, refer to Quick Start Sample Integration - Plug-Ins.
For details about creating your own plug-ins, including important information regarding Company and Plug-in ID, refer to Creating New Plug-ins.
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