Version
menu_open
Target Platform(s):
Wwise SDK 2023.1.1
Mac-Specific Information

This page contains information that is specific to using the Wwise SDK for the Mac platform.

SDK Binary Folder Structure for Mac

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).

Note: 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.

3D audio support using Apple Spatial Audio

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 which applies to interactive audio applications. Therefore, the 3D audio pipeline in Wwise will always be activated as long as all the following requirements are met:

  1. The Audio Device property Allow 3D Audio is enabled in the Wwise project.
  2. The output device has two channels.
  3. AkOutputSettings::ePanningRule is set to AkPanningRule_Headphones.

It is encouraged to allow the user to choose whether to use 3D Audio using an in-game setting, and swap between two Audio Device sharesets based on this setting.

Upon initialization, if 3D audio is activated, the main mix will be configured as 5th-order Ambisonic, unless the Main Mix Configuration for Binauralization property of the Audio Device dictates otherwise.

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.

Mac Release Notes


Was this page helpful?

Need Support?

Questions? Problems? Need more info? Contact us, and we can help!

Visit our Support page

Tell us about your project. We're here to help.

Register your project and we'll help you get started with no strings attached!

Get started with Wwise