Version
Wwise Unreal Integration Documentation
|
The WwiseSoundEngine.Build.cs
file (located at …\Plugins\Wwise\Source\WwiseSoundEngine\WwiseSoundEngine.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 WwiseSoundEngine.Build.cs
:
WWISE_CONFIGURATION_DIR
WWISE_DSP_DIR
AK_SUPPORT_OPUS
AK_SUPPORT_WAAPI
AK_UNREAL_MAX_CONCURRENT_IO
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\WwiseSoundEngine_{WWISE_MAJOR}_{WWISE_MINOR}\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\WwiseSoundEngine\Public\Generated\AkiOSPlugins.h
header. This file is generated upon bank generation, and is included within …\Plugins\Wwise\Source\WwiseSoundEngine_{WWISE_MAJOR}_{WWISE_MINOR}\Private\Wwise\API_{WWISE_MAJOR}_{WWISE_MINOR}\WwiseSoundEngineAPI_{WWISE_MAJOR}_{WWISE_MINOR}.cpp
.
For Switch, plug-in registration is handled within the …\Plugins\Wwise\Source\WwiseSoundEngine\Public\Generated\AkSwitchPlugins.h
header. This file is generated upon bank generation, and is included within …\Plugins\Wwise\Source\WwiseSoundEngine_{WWISE_MAJOR}_{WWISE_MINOR}\Private\Wwise\API_{WWISE_MAJOR}_{WWISE_MINOR}\WwiseSoundEngineAPI_{WWISE_MAJOR}_{WWISE_MINOR}.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.
If the installation steps outlined in Installation have been followed correctly, rebuilding the Unreal Wwise Integration is done the same way as rebuilding the Unreal Engine. For a more detailed description of this process, see Setting Up Your Production Pipeline.
For more information on plug-ins with source code, see Code in Plugins.
In Unreal, the following configuration states are available: Debug, DebugGame, Development, Test, and Shipping (see Build Configurations Reference for details).
In the Wwise SoundEngine, the following build configurations are available: Debug, Profile, and Release (see Build Configurations Reference for details).
The Wwise and Unreal build configurations are related in the following ways for all platforms:
On Windows, the SDK provides dynamic and static versions of the C runtime libraries for the Debug, Profile, and Release versions of the sound engine. Static libraries are contained in folders that include (StaticCRT)
in the folder name.
The Wwise Unreal Integration uses the StaticCRT AkSoundEngine libraries or, if they are unavailable, reverts to the dynamic version of the AkSoundEngine libraries.
However, with the Wwise dynamic libraries, you can only use the Debug build configuration if the Unreal project is fully built with the bDebugBuildsActuallyUseDebugCRT
setting. See Build Configurations Reference page for more information on that build setting.
WAAPI's AkAutobahn library uses C++ settings that are incompatible with Unreal, so that library is reverted to the dynamic DLL's Profile version whenever it is used.
Questions? Problems? Need more info? Contact us, and we can help!
Visit our Support pageRegister your project and we'll help you get started with no strings attached!
Get started with Wwise