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Wwise SDK 2022.1.11
Build Configuration

Introduction

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.

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.

Library Description
AkSoundEngine Sound Engine Core
AkMemoryMgr Memory Manager
AkStreamMgr I/O Manager
AkMusicEngine Music Engine
AkSpatialAudio Built-in spatial audio features
CommunicationCentral Wwise Communication *
* Not needed for the release configuration.
Note: 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.
Note: Applications that do not use the Interactive Music feature do not have to link with AkMusicEngine. 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
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)
AkSoundSeedGrainSource Soundseed Grain - Grain source plug-in *
AkSoundSeedWindSource Soundseed Air Wind source plug-in *
AkSoundSeedWooshSource Soundseed Air Woosh source plug-in *
AkSynthOneSource 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.

The following table lists input libraries for all effect plug-ins shipped with Wwise. They are available for all Wwise-supported platforms.

Effect Plug-in Libraries
Library Description
AkCompressorFX Compressor effect plug-in
AkConvolutionReverbFX AK Convolution Reverb effect plug-in *
AkDelayFX Delay effect plug-in (sources available under samples/Plugins/AkDelay)
AkExpanderFX Expander effect plug-in
AkFlangerFX Flanger effect plug-in
AkGainFX Gain effect plug-in
AkGuitarDistortionFX Guitar Distortion effect plug-in
AkHarmonizerFX Harmonizer effect plug-in
AkMatrixReverbFX Matrix Reverb effect plug-in
AkMeterFX Meter effect plug-in
AkParametricEQFX Parametric EQ effect plug-in
AkPeakLimiterFX Peak Limiter effect plug-in
AkPitchShifterFX Pitch Shifter effect plug-in
AkRecorderFX Recorder plug-in
AkReflectFX Reflect plug-in
AkRoomVerbFX RoomVerb, a high quality reverb effect plug-in
AkStereoDelayFX Stereo Delay effect plug-in
AkTimeStretchFX Time Stretch effect plug-in
AkTremoloFX Tremolo effect plug-in
* Available with Wwise, but requires a separate license.
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
Library Description Platform Availability
AkVorbisDecoder Vorbis decoder library Available for all Wwise-supported platforms.
AkOpusDecoder Opus decoder library Available for all Wwise-supported platforms.

Motion

The following tables lists motion-related input libraries, available for all Wwise-supported platforms that support motion.

Motion-Related Libraries
Library Description
AkMotionSink Controller vibration device plug-in. Required only if you use Motion for Controllers in your Wwise project. *
AkMotionSourceSource Motion premium plug-in *
* Available with Wwise, but requires a separate license.

Waapi

The following tables lists WAAPI-related input libraries, available for all Wwise-supported platforms that support connecting to the Authoring tool through WAAPI.

WAAPI Libraries
Library Description
AkAutobahn Modified version of the WAMP_POCO library, civetweb library and the required client class.

External Library Dependencies

The following tables list the external input libraries required for sound engine integration, per platform.

Note: Remember, to have the desired platform-specific table you must refer to:
  • The corresponding platform-specific Wwise SDK CHM; or
  • The online help, logged in with access rights to all platform-specific information for which you are registered.
Windows
Library Description
dinput8.lib Microsoft DirectX DirectInput. Needed by Motion to support DirectInput devices.
Winmm.lib Microsoft Multimedia API. Needed by Motion for internal device targeting management.
dsound.libMicrosoft DirectX DirectSound library
dxguid.libMicrosoft 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
Framework Description
AudioToolbox.frameworkThe Audio Toolbox framework contains the APIs that provide application-level services.
AudioUnit.frameworkThe Audio Unit framework contains the APIs used specifically for audio units and audio codecs.
CoreAudio.frameworkThis framework contains all the APIs that make up Hardware Abstraction Layer (HAL) Services.
Android
Library Description
androidAndroid's base library
OpenSLESThe native audio library for Android
zipLibrary to read zip files. Developed by Dieter Baron and Thomas Klausner. This lib is distributed with the SDK.
zAndroid z library
iOS/tvOS/visionOS
Framework Description
AudioToolbox.frameworkThe Audio Toolbox framework contains the APIs that provide application-level services.
CoreAudio.frameworkThis framework contains all the APIs that make up Hardware Abstraction Layer (HAL) Services.
Android
Library Description
libandroid.aBase Android API
libOpenSLES.aThe native audio API

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:

  1. In your XCode project create the following configurations: Debug, Profile, and Release.
  2. Open the build settings page of your project and set the "library search path" to "/Developer/SDKs/Wwise/SDK/iOS_Xcode$(XCODE_VERSION_MAJOR)/$(CONFIGURATION)$(EFFECTIVE_PLATFORM_NAME)/lib". Replace iOS in the previous string to tvOS or visionOS as necessary. This assumes that you have installed Wwise SDK to its default location.
  3. 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".

Note: "$(CONFIGURATION)" will automatically be replaced by one of Debug, Profile, Release. Depending on your active configuration in XCode, "$(EFFECTIVE_PLATFORM_NAME)" will automatically be replaced by -iphoneos or -iphonesimulator.

The Integration Demo for iOS is set up in the same way. You can refer to it for further information:
SDK/samples/IntegrationDemo/iOS/IntegrationDemo.xcodeproj

Tip: If you don't follow these instructions, you may have to use separate XCode targets for building the device and the simulator applications. Alternatively, you may get incremental build errors when switching between building the device and the simulator applications.

See SDK Input Libraries and Distributed Binaries


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