Wwise SDK 2023.1.6
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此页面包含有关如何将 Wwise SDK 用于 Mac 平台的特定信息。
The libraries and other binaries provided in the Wwise SDK for the Mac platform are built against a variety of Xcode toolchains, with different folders for each version. The folder naming convention is Mac_Xcode$
(XCODE_VERSION_MAJOR)
, where $
(XCODE_VERSION_MAJOR)
is a built-in variable provided by Xcode in the following format: XX00. For example, for Xcode version 15.2, $
(XCODE_VERSION_MAJOR)
is 1500
, so the folder name is Mac_Xcode1500
.
All minor versions of Xcode are compatible if the major version matches. For example, an application built against Xcode 15.2 is compatible with Wwise libraries built against Xcode 15.0 (1500).
![]() | 备注: Audiokinetic does not provide precompiled libraries for every Xcode release. Starting with Xcode 14, binaries compatible with stable releases of every major Xcode version are provided. Support for previous Xcode major versions will be removed when Apple's App Store stops accepting submissions for it. |
Wwise 3D audio is supported on macOS. It is implemented using Apple's Spatial Audio technology (not to be confused with Wwise Spatial Audio), and is designed for headphone output. It supports a spatialized bed, a passthrough mix, and a number of system audio objects.
Unlike other platforms supporting 3D audio, Apple platforms do not have a user preference for Spatial Audio in the operating system that applies to interactive audio applications. Therefore, the 3D audio pipeline in Wwise will be activated if the following requirements are met:
AkOutputSettings::ePanningRule
is set to AkPanningRule_Headphones
.![]() | 备注: 3D audio support is not available in Wwise Authoring on Mac. |
We recommend that you add an in-game setting so that the user can choose whether to use 3D audio, and alternate between two Audio Device ShareSets based on this setting.
Upon initialization, if 3D audio is activated, the main mix is configured as 5th-order ambisonic, unless otherwise indicated by the Audio Device's Main Mix Configuration for Binauralization property.
If the Audio Device's Allow System Audio Objects property is enabled, then the number of system audio objects supported by the sink is determined by AkPlatformInitSettings::uNumSpatialAudioPointSources
.