The Wwise sound engine SDK ships with three build configurations: debug, profile and release.
The Debug
version of the sound engine is a non-optimized build configuration with extra debugging information such as asserts and debug output strings. We do not recommend using this configuration because the performance hit is significant. Nevertheless, if problems occur during the initial part of the integration process, this build can be useful to validate the integration work.
The Profile
version of the sound engine is an optimized build that provides communication support to Wwise. This configuration is intended for use in the day-to-day development process. Due to its communications features, it should not be used for the final retail version of a game.
Finally, the Release
version of the sound engine is an optimized build without communication support. The preprocessor definition AK_OPTIMIZED
must be defined at compile time when using this configuration. The CommunicationCentral library should also be removed from the link dependencies. This build configuration provides the best performance of all three configurations and should be used for the final retail build.
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Note: On Windows, if a project requires the use of the static version of the C runtime library (/MT or /MTd), it should link with the Wwise libraries in the Debug(StaticCRT) , Profile(StaticCRT) and Release(StaticCRT) folders instead of the standard configurations. |
The following are the library dependencies required for each build configuration. When several versions of the same library are available, note that only one of them is labeled as required. It is up to the sound programmer to determine which version is required by the application using the Wwise SDK.
The following table lists the input libraries required for sound engine integration.
Input Library |
Description |
AkSoundEngine |
Sound Engine Core |
AkMemoryMgr |
Memory Manager |
AkStreamMgr |
I/O Manager |
AkMusicEngine |
Music Engine |
CommunicationCentral |
Wwise Communication * |
* Not needed for the release configuration. |
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Note: Input library files for Microsoft platforms use the .lib filename extension. Libraries for Nintendo platforms use the .a extension instead. Other platforms use a lib prefix and the .a extension. |
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Note: Applications that do not use the Interactive Music feature do not have to link with AkMusicEngine . Likewise, applications that do not use Communication do not have to link with CommunicationCentral . AkMemoryMgr and AkStreamMgr are Audiokinetic's default implementations of the Memory and Stream Managers respectively. Link with your own libs if you decide to override them (see Overriding Managers). |
The following table lists input libraries for all source plug-ins shipped with Wwise. They are available for all Wwise-supported platforms.
Source Plug-in Libraries |
Input Library |
Description |
AkAudioInputSource |
Audio Input sample source plug-in (sources available under samples/Plugins/AkAudioInput) |
AkSilenceSource |
Silence Generator source plug-in |
AkSineSource |
Sine source plug-in (sources available under samples/Plugins/AkSineTone) |
AkSoundSeedWind |
SoundSeed Air - Wind source plug-in * |
AkSoundSeedWoosh |
SoundSeed Air - Woosh source plug-in * |
AkSynthOne |
Synth One source plug-in |
AkToneSource |
Tone Generator source plug-in (sources available under samples/Plugins/AkToneGenerator) |
* Available with Wwise, but requires a separate license unless purchased as part of the Wwise Power Pack bundle. |
The following table lists input libraries for all effect plug-ins shipped with Wwise. They are available for all Wwise-supported platforms except Wii U.
Effect Plug-in Libraries |
Input Library |
Description |
AkCompressorFX |
Wwise Compressor effect plug-in |
AkConvolutionReverbFX |
Wwise Convolution Reverb effect plug-in * |
AkDelayFX |
Delay effect plug-in (sources available under samples/Plugins/AkDelay) |
AkExpanderFX |
Wwise Expander effect plug-in |
AkFlangerFX |
Wwise Flanger effect plug-in |
AkGainFX |
Wwise Gain effect plug-in |
AkGuitarDistortionFX |
Wwise Guitar Distortion effect plug-in |
AkHarmonizerFX |
Wwise Harmonizer effect plug-in |
AkMatrixReverbFX |
Wwise Matrix Reverb effect plug-in |
AkMeterFX |
SoundSeed Meter effect plug-in |
AkParametricEQFX |
Wwise Parametric EQ effect plug-in |
AkPeakLimiterFX |
Wwise Peak Limiter effect plug-in |
AkPitchShifterFX |
Wwise Pitch Shifter effect plug-in |
AkRoomVerbFX |
Wwise RoomVerb, a high quality reverb effect plug-in |
AkSoundSeedImpactFX |
SoundSeed Impact effect plug-in * |
AkStereoDelayFX |
Wwise Stereo Delay effect plug-in |
AkTimeStretchFX |
Wwise Time Stretch effect plug-in |
AkTremoloFX |
Wwise Tremolo effect plug-in |
* Available with Wwise, but requires a separate license. |
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Note: Each plug-in library is optional, unless it is used in a Wwise SoundBank. |
The following table lists the input libraries for all codec plug-ins shipped with Wwise.
Codec Plug-in Libraries |
Input Library |
Description |
Platform Availability |
AkAACDecoder |
AAC decoder library |
Available for Apple platforms, namely Mac, iOS, and tvOS. |
AkATRAC9 |
ATRAC9 decoder library |
Available for PS Vita SW. (No plug-in necessary for ATRAC9 on PS4 or PS Vita HW.) |
AkVorbisDecoder |
Vorbis decoder library |
Available for all Wwise-supported platforms. |
AkXWMADecoder |
xWMA decoder library |
Available for Xbox 360. |
The following tables lists motion-related input libraries, available for all Wwise-supported platforms that support motion.
Motion-Related Libraries |
Input Library |
Description |
AkMotionGenerator |
Controller vibration source plug-in. Required only if you use the controller Motion Generation source plug-in in your Wwise project. |
AkRumble |
Controller vibration device plug-in. Required only if you use Motion for Controllers in your Wwise project. |
The following table(s) list the external input libraries required for sound engine integration. Within a CHM, you must refer to the Wwise SDK help file specific to the desired platform. Within the online help, log in to have access to all platform-specific information for which you are registered.
Windows
Windows |
Input Library |
Description |
dinput8.lib |
Microsoft DirectX DirectInput. Needed by Motion to support DirectInput devices. |
dsound.lib |
Microsoft DirectX DirectSound library |
dxguid.lib |
Microsoft DirectX Audio GUIDs |
ws2_32.lib * |
Microsoft Winsock 2 library (used for Wwise profiling) |
xinput.lib |
Microsoft XInput. Needed by Motion to support XInput devices (Xbox controller). |
* Not needed for the release configuration. |
Mac OS X
Mac |
Framework |
Description |
AudioToolbox.framework |
The Audio Toolbox framework contains the APIs that provide application-level services. |
AudioUnit.framework |
The Audio Unit framework contains the APIs used specifically for audio units and audio codecs. |
CoreAudio.framework |
This framework contains all the APIs that make up Hardware Abstraction Layer (HAL) Services. |
Android™
Android |
Library |
Description |
android |
Android's base library |
OpenSLES |
The native audio library for Android |
zip |
Library to read zip files. Developed by Dieter Baron and Thomas Klausner. This lib is distributed with the SDK. |
z |
Android z library |
iOS
iOS/tvOS |
Framework |
Description |
AudioToolbox.framework |
The Audio Toolbox framework contains the APIs that provide application-level services. |
CoreAudio.framework |
This framework contains all the APIs that make up Hardware Abstraction Layer (HAL) Services. |
In order to be able to properly link with the correct libraries (device vs simulator), you will have to follow these instructions:
- In your XCode project create the following configurations : Debug, Profile and Release.
- Open the build settings page of your project and set the "library search path" to "/Developer/SDKs/Wwise/SDK/iOS/$(CONFIGURATION)$(EFFECTIVE_PLATFORM_NAME)/lib" or "/Developer/SDKs/Wwise/SDK/tvOS/$(CONFIGURATION)$(EFFECTIVE_PLATFORM_NAME)/lib". (Assuming that you have installed Wwise SDK at its default location)
- Open the info page of your target application. Under "Other linker Flags" add -l[libraryName] for each library you want to link with. In the most basic setup, you will need to add "-lAkMemoryMgr -lAkMusicEngine -lAkSoundEngine -lAkStreamMgr".
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Note: "$(CONFIGURATION)" will automatically get replaced by one of Debug, Profile, Release; depending on your active configuration in XCode
"$(EFFECTIVE_PLATFORM_NAME)" will automatically get replaced by -iphoneos or -iphonesimulator
The integration demo is set up this way so please have a look at it for further information: SDK/samples/IntegrationDemo/iOS/IntegrationDemo.xcodeproj or SDK/samples/IntegrationDemo/tvOS/IntegrationDemo.xcodeproj
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Tip: Please note that if you don't follow these instructions, you might have to use separate XCode targets for building device and the simulator application. Alternatively, you might get incremental build errors after switching from the building device application to the simulator application (or the opposite). |
Android™
The Wwise SDK libraries are dependent on the following base libraries found in the Android NDK.
Android |
Library |
Description |
libandroid.a |
Base Android API |
libOpenSLES.a |
The native audio API |
- See also:
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SDK Input Libraries and Distributed Binaries