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Build Configuration

Build Configurations

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.

Library Dependency Requirements

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.

Sound Engine

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).

Source and Effect Plug-ins

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.

Codec Plug-ins

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.

Motion

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.

External Library Dependencies

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.

Linking static iphone libraries in XCode

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:
SDK Input Libraries and Distributed Binaries

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