We are able to fix this problem by upgrading our version of Wwise to 2018.1.4.6807 and the Resonance plug-in to 2018.1.3.10, then applying a small patch that Audiokinetic provided.
The patch changes the following section in Plugins/Wwise/Source/AkAudio/AkAudio.Build.cs from
else if (Target.Platform == UnrealTargetPlatform.Lumin)
{
akPlatformLibDir.Add("Lumin");
Defs.Add("AK_LUMIN");
}
...to....
else if (Target.Platform == UnrealTargetPlatform.Lumin)
{
akPlatformLibDir.Add("Lumin");
Defs.Add("AK_LUMIN");
string PluginPath = Utils.MakePathRelativeTo(ModuleDirectory, Target.RelativeEnginePath);
System.Console.WriteLine("Adding Resonance UPL script");
AdditionalPropertiesForReceipt.Add("LuminPlugin", Path.Combine(PluginPath, "ResonanceAudio_UPL.xml"));
}
The patch also adds a new file called ResonanceAudio_UPL.xml into the same folder as AkAudio.Build.cs. The contents of this new file are:
<?xml version="1.0" encoding="utf-8"?>
<!--Resonance Audio plugin additions-->
<root>
<!-- init section is always evaluated once per architecture -->
<init>
<log text="Wwise Resonance Audio init"/>
</init>
<!--optional files or directories to copy to Intermediate/Android/APK-->
<stageFiles>
<log text="Copying Resonance Audio files to staging : $S(BuildDir)"/>
<isArch arch="arm64-v8a">
<copyFile src="$S(PluginDir)/../../ThirdParty/Lumin/Profile/bin/libResonanceAudio.so"
dst="$S(ProjectDir)/Saved/StagedBuilds/Lumin/bin/libResonanceAudio.so" />
</isArch>
</stageFiles>
</root>
Making these changes allowed us to successfully run Shipping builds on Magic Leap devices.