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Wwise Unity Integration Documentation
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The Wwise-Unity integration is a thin layer of C# calling the native Wwise API. It comes pre-built for all platforms. In most cases, it is unnecessary to rebuild the Integration plug-in. However, if you have the source code, you may want to customize it to integrate custom changes to the native sound engine or to modify the C++ code that interfaces with the sound engine. This should be done by a programmer who has some C++ knowledge.
API/Runtime/Plugin
folder will be updated or created if none existed before.Platform | Required Components |
All platforms |
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Android |
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iOS |
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Linux |
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Mac |
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PS4 | Visual Studio 2017 or above. |
Windows | Visual Studio 2017 or above. |
Windows Store | Visual Studio 2017 or above. |
Xbox One | Visual Studio 2017 or above. |
Unzip the source package. You can then rebuild and generate the content of the Integration using just the source package and a Wwise SDK installation for your target platforms. Optionally, you can merge the unzipped content under the Wwise folder with your imported Integration unity package in the Assets folder of your Unity project. However, this may generate unwanted intermediate files inside your Assets folder, which need to be cleaned up manually.
Debug
version of the plug-in binaries. See Wwise plug-in deployment for details.Profile
version of the plug-in binaries. See Wwise plug-in deployment for details.Release
version of the plug-in binaries. See Wwise plug-in deployment for details.You can build the Integration from the command line using the build script located at Wwise\AkSoundEngine\Common\BuildWwiseUnityIntegration.py
. This is useful for continuous integration. To see the usage and examples, assuming your current working directory is the parent folder of the script, type in a command console on your computer:
Located in the Wwise Unity Integration source package under:
the solution (or Xcode project) allows you to build the Integration for the target platform in a supported IDE.
When building the integration from the command line, the WWISESDK
path is provided to Xcode automatically based on the one set in the environment variable $WWISESDK
or the one provided to the build script using the -w
option. When using the Xcode IDE however, the WWISESDK path must be set manually. To do so, open the Xcode project for either Mac or iOS platform and choose the AkSoundEngine{platform} project in the project navigator. Select the Build Settings page. At the bottom of the page, a User-Defined section with the WWISESDK
setting key is present. Fill the value of the setting with the path of the WWISESDK
to build the integration against (ex: /Users/myUser/Wwise/SDK ).
A makefile previously generated by premake5 is included. To build the Linux plug-in from source, simply enter the following commands into a terminal:
cd <Integration source location>/AkSoundEngine/Linux
make config=<config>
Where <config> is either debug_x64
, profile_x64
, or release_x64
. The resulting plug-in will be located in <Integration source location>/API/Runtime/Plugins/Linux
.
The resulting binaries will be found in Wwise\API\Runtime\Plugins\[Platform]. If you haven't unzipped the sources in your Assets\Wwise directory, copy the new binaries from that folder to the corresponding folder in your project's Assets directory.
Prior to packaging the sources for building the integration code, we use SWIG to generate the API binding in the Unity for Wwise SDK. Most users will never need SWIG to work with Unity for Wwise. Even advanced users with access to the Wwise for Unity sources for building the integration code, which contains the converted APIs, do not need to install or use SWIG. The only exceptions to this are for integrating changes to the sound engine or modifying the C++ code that interfaces with it. In such rare cases, we recommend contacting support before proceeding.
The build process performs the following task:
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