Version
Wwise SDK 2022.1.4
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This plug-in allows sound designers to use audio from an external source, for example a network stream, or a microphone connected to the PC or console.
Aside from regular plug-in initialization (see Integration Details - Plug-Ins), integrating the Audio Input plugin requires the game to provide input audio data used by the various instances of the plug-in in the Wwise project. This is done through a callback mechanism, as exposed in AkAudioInputSourceFactory.h:
If the audio data is not a mono stream of 32-bit floating point values, the AkAudioInputPluginGetFormatCallbackFunc must be set. This callback only accepts audio data in the following formats, where the left and right channels are stored as shown for a 16-frame buffer:
AkAudioInputPluginGetFormatCallbackFunc uses AkAudioFormat which can be populated as shown in the example below: AkAudioFormat consists of audio data format specifications and channel configuration AkChannelConfig.
AkChannelConfig can be set with the help of one of the calls mentioned below: AkChannelConfig.SetAnonymous(...), AkChannelConfig.SetStandard(...) or AkChannelConfig.SetAmbisonic(...)
ChannelMask: There are no restrictions on channelmask. Standard and custom channelmasks are supported.
A very simple integration is demonstrated in the Microphone/AudioInput demo, using a microphone as the input. In the Integration Demo Wwise Project, a Sound Voice named Microphone uses the Audio Input plug-in as a source.
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Note: In Wwise, the audio input plugin is fed with audio from the microphone input of the PC. If no microphone is connected, it will be silent. |
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