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Wwise Unreal Integration Documentation
Building the plug-in

The WwiseSoundEngine.Build.cs file (located at …\Plugins\Wwise\Source\WwiseSoundEngine\WwiseSoundEngine.Build.cs) is responsible for setting up the build parameters for the plug-in for each supported platform. This file specifically:

  • specifies which static libraries will be linked,
  • specifies which dynamic libraries will be loaded at runtime, and
  • defines preprocessor macros that are used to control many of the integration features.

Preprocessor Defines

The following preprocessor defines are introduced in WwiseSoundEngine.Build.cs:

  • WWISE_CONFIGURATION_DIR
    This setting specifies the Wwise build configuration: the appropriate subfolder in which the AkSoundEngine library is located.
  • WWISE_DSP_DIR
    This setting specifies the Wwise build configuration: the appropriate subfolder in which the plug-in libraries (both static and dynamic) are located.
  • AK_SUPPORT_OPUS
    This setting specifies that the Wwise Opus library is available to be used.
  • AK_SUPPORT_WAAPI
    This setting specifies that the Wwise Authoring API library is available to be used.
  • AK_UNREAL_MAX_CONCURRENT_IO
    This setting specifies the maximum number of concurrent reads and writes that are permitted to occur.

Building the Wwise Unreal Integration from source

For the following platforms, all Wwise plug-ins within their respective bin folders within ThirdParty will be packaged into the final executable:

  • Android
  • iOS
  • tvOS
  • Switch

For Android, a UPL file is located at …\Plugins\Wwise\Source\AkAudio\Wwise_APL.xml which specifies that all shared libraries will be packaged into the final executable for the architecture of the binary being built.

For iOS and tvOS, plug-in registration is handled within the …\Plugins\Wwise\Source\AkAudio\Private\Generated\AkiOSPlugins.h header. This file is generated upon bank generation, and is included within …\Plugins\Wwise\Source\AkAudio\Private\AkAudioDevice.cpp.

For Switch, plug-in registration is handled within the …\Plugins\Wwise\Source\AkAudio\Private\Generated\AkSwitchPlugins.h header. This file is generated upon bank generation, and is included within …\Plugins\Wwise\Source\AkAudio\Private\AkAudioDevice.cpp.

Note:
To reduce the size of the shipped executable, users are encouraged to remove unused shared libraries from the bin folder within …\Plugins\Wwise\ThirdParty.

For the following platforms, shared (dynamic) libraries are added to the list of runtime dependencies in the generated …\Binaries\<UEPlatform>\<TargetName>.target file.

  • Linux
  • Mac
  • PS4
  • PS5
  • Windows (for plug-ins)
  • XboxOne
  • XboxSeriesX

If the installation steps outlined in Installation have been followed correctly, rebuilding the Unreal Wwise Integration is done the same way as rebuilding the Unreal Engine. For a more detailed description of this process, please consult the Unreal Engine documentation.

For more information on plug-ins with source code, please refer to the Unreal Engine documentation.

Unreal and Wwise SoundEngine Configurations

In Unreal, the following configuration states are available: Debug, DebugGame, Development, Test, and Shipping (refer to Build Configurations Reference for details).

In the Wwise SoundEngine, the following build configurations are available: Debug, Profile, and Release (refer to Build Configuration for details).

The Wwise and Unreal build configurations are related in the following ways for all platforms:

  • The Unreal Debug and DebugGame configuration states correspond to the Wwise SoundEngine Debug configuration.
  • The Unreal Develpment configuration state corresponds to the Wwise SoundEngine Profile configuration.
  • The Unreal Test and Shipping configuration states correspond to the Wwise SoundEngine Release configuration.

Unreal and Wwise SoundEngine Configurations on Windows

On Windows, the SDK provides dynamic and static versions of the C runtime libraries for the Debug, Profile, and Release versions of the sound engine. Static libraries are contained in folders that include (StaticCRT) in the folder name.

The Wwise Unreal Integration uses the StaticCRT AkSoundEngine libraries or, if they are unavailable, reverts to the dynamic version of the AkSoundEngine libraries.

However, with the Wwise dynamic libraries, you can only use the Debug build configuration if the Unreal project is fully built with the bDebugBuildsActuallyUseDebugCRT setting. Refer to the Unreal Engine Build Configurations page for more information on that build setting.

WAAPI's AkAutobahn library uses C++ settings that are incompatible with Unreal, so that library is reverted to the dynamic DLL's Profile version whenever it is used.


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