SourcePlugin
tag for source plug-ins and EffectPlugin
for effect plug-ins. Refer to WwiseObject Elements for more information. This category must be matched in both the XML file and PluginRegistration class in your engine-side code.AkCreatePlugin()
function in your DLL and in the PluginRegistration object. See Wwise Sound Engine Plug-ins Overview for an example of PluginRegistration. Refer to Wwise Plug-in XML Description Files and Exported Functions for more details.Class
attribute is properly set in your dialog resources. Refer to "Class" Control Attribute for more details.Class
attribute when required. Note that you should never change the text on a control that is bound to a property. Refer to "Prop" Control Attribute for more information.AudioEnginePropertyID
specified in your plug-in definition file is in the 0-32767 range, or 0-150 for the wcustomproperties file. Refer to Properties Element for more information about the AudioEnginePropertyID
tag.AudioEnginePropertyID
specified in your plug-in definition file matches the ID you use in your implementation of AK::IAkEffectParam::SetParam(). Refer to Properties Element for more information about the AudioEnginePropertyID
tag, and AK::IAkPluginParam::SetParam() for details about implementing AK::IAkEffectParam::SetParam().There are two possibilities:
You can debug this issue if you do "Start Capture" before playing the sound with your plugin. If you see "Plugin not registered" in the Capture Log, then the issue will be fixed by adding AK_STATIC_LINK_PLUGIN(YourPlugin) in one cpp file of your Authoring-side DLL code.
Here are a few points to validate for new plugins in Unity.
Refer to Plug-in Static Registration for more details.
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