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2024.1.4.8780
2023.1.12.8706
2022.1.18.8567
2021.1.14.8108
2019.2.15.7667
2019.1.11.7296
2018.1.11.6987
2017.2.10.6745
2017.1.9.6501
2016.2.6.6153
2015.1.9.5624
Wwise SDK 2024.1.4
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本页包含有关将 Wwise SDK 用于 Android 平台的特定信息。
若要结合 Android 平台使用 Wwise SDK,必须安装 Android SDK、Android SDK Tools 和 Android NDK。
info | 备注:
You can build the Android libraries using the script BuildAllAndroid.cmd with the desired platform and configuration (i.e. BuildAllAndroid.cmd armeabi-v7a debug) on Windows in the SDK/source/SoundEngine folder. This will call CMake with the appropriate parameters. This script can target the 4 supported architectures (armeabi-v7a, x86, arm64-v8a and x86_64) in 3 configurations (Debug, Profile, Release). |
在最近的操作系统版本中,Google 引入了 Fast Audio Path 功能。如果满足一些条件,这样做会旁通一些内部处理,极大地减少操作系统和硬件处理的延迟。请参阅 控制Android上的延迟 了解更多详情。
在 Android 中部署和加载 SoundBank 有三种方式:
CAkDefaultIOHookDeferred::SetBasePath()
。此操作不会自动完成。CAkDefaultIOHookDeferred::AddBasePath()
添加任意数量的目录。位于 $<Wwise>/SDK/samples/SoundEngine/Android 中的底层 I/O 的默认实现可访问 APK、OBB 和 POSIX 文件。您必须通过 JavaVM 和 android.app.Activity 调用 CAkDefaultIOHookDeferred::InitAndroidIO
函数来对 APK 和 OBB 解析器进行初始化。
info | 备注: OBB 包必须解密,之后默认 Low-Level I/O 才能正常工作。否则需要编写自己的 IO。 |
info | 备注: OBB 读取操作通过 libzip 执行,请检查 Libzip 下的授权。如果您不接受该授权,则可通过在编译选项中定义“REMOVE_LIBZIP”符号来禁用 LibZip。在这种情况下,您需要编写自己的 I/O hook 来读取 OBB 或在使用前解压 OBB。 |
IO 系统将在给定路径中逆序查找文件,先添加最新内容,最后添加 APK 内容。这样 DLC 内容便可替换 APK 内容了。
请参阅 Low-Level I/O 了解有关如何实现 Low-level I/O 子模块的信息。
安装包中的 Wwise SDK 库采用以下编译方式:
Wwise supports the following audio APIs on Android:
By default, Wwise automatically selects the most suitable API based on a variety of parameters including:
To force Wwise to use a specific API, set AkPlatformInitSettings::eAudioAPI
to the appropriate value.
现在 Android 提供对 Wwise 3D Audio 的支持。Two technologies are possible: Dolby Atmos and Android's Spatial Audio technology (distinct from Wwise Spatial Audio). Both are designed for headphone output and support a spatialized bed and a passthrough mix. 不过,不支持 System Audio Object。
Wwise chooses the appropriate technology based on device capabilities and initialization settings. To activate 3D Audio, these conditions must be met:
AkInitSettings::settingsMainOutput
uses default settings, or specifies a standard channel configuration that has height channels such as 7.1.4 or 5.1.4.When these conditions are met, 3D audio can be activated.
If the device supports Dolby Atmos, this technology is selected. Otherwise, if the following conditions are met, Android Spatial Audio is selected.
AkPlatformInitSettings::bEnableLowLatency
is set to false
.Android 13 及更高版本的操作系统针对有线和无线耳机提供有 Spatial Audio 用户偏好设置。
建议允许用户通过游戏设置选择是否使用 3D Audio,并根据此设置来自由选用两个 Audio Device 共享集。
Upon initialization, when using 3D Audio with Dolby Atmos, the main mix is configured as 5.1.4. Dolby Atmos for Android does not support other channel configurations.
info | 备注: Dolby Atmos is the preferred 3D Audio solution because it is optimized with latency suitable for gaming. However, note that Android does not support the low-latency "Fast Audio Path" when using Bluetooth headphones. For best results with Dolby Atmos, use wired headphones. See 使用 Fast Audio Path(低延迟) for more information. |
Upon initialization, when using 3D Audio with Android Spatial Audio, the main mix is configured as 7.1.4 PCM (default), unless the Main Mix Configuration property of the Audio Device is set to a different value. These are the supported main mix PCM channel configurations for use with Android Spatial Audio:
info | 备注: Android Spatial Audio does not support the low-latency "Fast Audio Path", even when using wired headphones. This is why Wwise does not activate Android Spatial Audio when AkPlatformInitSettings::bEnableLowLatency is set to false . See 使用 Fast Audio Path(低延迟) for more information. |