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Wwise Unreal Integration Documentation
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The AkAudio.Build.cs
file (located at …\Plugins\Wwise\Source\AkAudio\AkAudio.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 AkAudio.Build.cs
:
AK_CONFIGURATION
AK_SUPPORT_OPUS
AK_SUPPORT_WAAPI
AK_UNREAL_MAX_CONCURRENT_IO
During bank generation, the …\Content\Wwise\EditorOnly\ActivatedPlugins.uasset
asset is modified to include a mapping of platform names to the list of the names of the required plug-ins for each platform.
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\AkAudio\Private\Generated\AkiOSPlugins.h
header. This file is generated upon bank generation, and is included within …\Plugins\Wwise\Source\AkAudio\Private\AkAudioDevice.cpp
.
For Switch, plug-in registration is handled within the …\Plugins\Wwise\Source\AkAudio\Private\Generated\AkSwitchPlugins.h
header. This file is generated upon bank generation, and is included within …\Plugins\Wwise\Source\AkAudio\Private\AkAudioDevice.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.
For the above platforms, a commandlet is run as a post-build step for adding Wwise audio plug-ins to the build.
Unreal Engine 4:
Unreal Engine 5:
Note: To use the Unreal Wwise plug-in in a UE debug configuration that uses the debug CRT on Windows, set the bIsDebugBuild variable within AkAudio.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 plug-in is done the same way as rebuilding the Unreal Engine. For a more detailed description of this process, please consult the Unreal Engine documentation.
For more information on plug-ins with source code, please refer to the Unreal Engine documentation.
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