Table of Contents

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Build Configuration

Build Configurations

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.

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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. Note that, when several versions of the same library are available, 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 is the list of input libraries required for sound engine integration.

Input Library Description Debug Profile Release
AkSoundEngine Sound Engine Core
*
*
*
AkMemoryMgr Memory Manager
*
*
*
AkStreamMgr I/O Manager
*
*
*
AkMusicEngine Music Engine
*
*
*
CommunicationCentral Wwise Communication
*
*
 
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Note: Input 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.
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Note: Applications that do not use the Interactive Music feature do not have to link with AkMusicEngine. Likewise, applications that do not use Communication do not have to link with CommunicationCentral. 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 is a list of input libraries for all source and effect plug-ins shipped with Wwise. An asterisk indicates that a given plug-in is available for a given platform.

Sources
Input Library Description Windows Mac iOS tvOS Xbox 360 PlayStation 3 Wii Wii U Android
AkSineSource Sine source plug-in (sources available under samples/Plugins/AkSineTone) * * * * * * * *
AkToneSource Tone Generator source plug-in (sources available under samples/Plugins/AkToneGenerator) * * * * * * * *
AkSilenceSource Silence Generator source plug-in * * * * * * * *
AkAudioInputSource Audio Input sample source plug-in (sources available under samples/Plugins/AkAudioInput) * *   * * * * *
AkMP3Source MP3 sample source plug-in (sources available under samples/Plugins/AkMP3Source) *              
AkSoundSeedWind SoundSeed Air - Wind source plug-in * * * * * * * * *
AkSoundSeedWoosh SoundSeed Air - Woosh source plug-in * * * * * * * * *
Effects
Input Library Description Windows Mac iOS tvOS Xbox 360 PlayStation 3 Wii Wii U Android
AkDelayFX Delay effect plug-in (sources available under samples/Plugins/AkDelay) * * * * *     *
AkCompressorFX Wwise Compressor effect plug-in * * * * *     *
AkExpanderFX Wwise Expander effect plug-in * * * * *     *
AkPeakLimiterFX Wwise Peak Limiter effect plug-in * * * * *     *
AkParametricEQFX Wwise Parametric EQ effect plug-in * * * * *     *
AkGainFX Wwise Gain effect plug-in * * * * *     *
AkMatrixReverbFX Wwise Matrix Reverb effect plug-in * * * * *     *
AkRoomVerbFX Wwise RoomVerb, a high quality reverb effect plug-in * * * * *     *
AkFlangerFX Wwise Flanger effect plug-in * * * * *     *
AkGuitarDistortionFX Wwise Guitar Distortion effect plug-in * * * * *     *
AkTremoloFX Wwise Tremolo effect plug-in * * * * *     *
AkMeterFX SoundSeed Meter effect plug-in * * * * *     *
AkSoundSeedImpactFX SoundSeed Impact effect plug-in * * * * * *     *
McDSPLimiterFX McDSP ML1 effect plug-in * * * * * *     *
McDSPFutzBoxFX McDSP FutzBox effect plug-in * * * * * *     *
AkConvolutionReverbFX Wwise Convolution Reverb effect plug-in * * * * * *     *
AkTimeStretchFX Wwise Time Stretch effect plug-in * * * * * *     *
AkHarmonizerFX Wwise Harmonizer effect plug-in * * * * * *     *
AkPitchShifterFX Wwise Pitch Shifter effect plug-in * * * * * *     *
AkStereoDelayFX Wwise Stereo Delay effect plug-in * * * * * *     *
AkWiiChorus Wii Chorus effect plug-in           *    
AkWiiDelay Wii Delay effect plug-in           *    
AkWiiReverbHi Wii High-Quality Reverb effect plug-in           *    
AkWiiReverbStd Wii Standard-Quality Reverb effect plug-in           *    
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Note: Each plug-in library is optional, unless it is used in a Wwise SoundBank.
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Note: Plug-ins marked with an asterisk (*) are available with Wwise, however, they require a separate license, unless they were purchased as part of the Wwise Power Pack bundle.

Codec Plug-ins

The following is the list of input libraries for all codec plug-ins shipped with Wwise.

Codecs
Input Library Description Windows Mac iOS tvOS Xbox 360 PlayStation 3 Wii Wii U Android
AkAACDecoder AAC decoder library   * *          
AkVorbisDecoder Vorbis decoder library * * * * * * * *
AkXWMADecoder xWMA decoder library       *        

Motion

The following is the list of Motion-related input libraries.

Windows, Xbox 360, PlayStation 3, Wii and Wii U
Input Library Description
AkRumble Controller vibration Device plug-in. Required only if you use Motion for Controllers in your Wwise project.
AkMotionGenerator Controller vibration Source plug-in. Required only if you use the controller Motion Generation source plug-in in your Wwise project.

External library dependencies

The following is the list of external input libraries required for sound engine integration. For information regarding other platforms, please refer to the Wwise SDK help file specific to these platforms.

Windows
Windows
Input Library Description Debug Profile Release
dxguid.lib Microsoft DirectX Audio GUIDs
*
*
*
ws2_32.lib Microsoft Winsock 2 library (used for Wwise profiling)
*
*
 
dsound.lib Microsoft DirectX DirectSound library
*
*
*
dinput8.lib Microsoft DirectX DirectInput. Needed by Motion to support DirectInput devices
*
*
*
xinput.lib Microsoft XInput. Needed by Motion to support XInput devices (XBox controller)
*
*
*
Mac OS X
Mac
Framework Description
AudioToolbox.framework The Audio Toolbox framework contains the APIs that provide application-level services
AudioUnit.framework The Audio Unit framework contains the APIs used specifically for audio units and audio codecs
CoreAudio.framework This framework contains all the APIs that make up Hardware Abstraction Layer (HAL) Services
Android™
Android
Library Description
android Android's base library
OpenSLES The native audio libary for Android
zip Library to read zip files. Developped by Dieter Baron and Thomas Klausner. This lib is distributed with the SDK.
z Android z library
iOS
iOS/tvOS
Framework Description
AudioToolbox.framework The Audio Toolbox framework contains the APIs that provide application-level services
CoreAudio.framework This framework contains all the APIs that make up Hardware Abstraction Layer (HAL) Services

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:

  • In your XCode project create the following configurations : Debug, Profile and Release.
  • Open the build settings page of your project and set the "library search path" to "/Developer/SDKs/Wwise/SDK/iOS/$(CONFIGURATION)$(EFFECTIVE_PLATFORM_NAME)/lib" or "/Developer/SDKs/Wwise/SDK/tvOS/$(CONFIGURATION)$(EFFECTIVE_PLATFORM_NAME)/lib". (Assuming that you have installed Wwise SDK at its default location)
  • 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".
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Note: "$(CONFIGURATION)" will automatically get replaced by one of Debug, Profile, Release; depending on your active configuration in XCode
"$(EFFECTIVE_PLATFORM_NAME)" will automatically get replaced by -iphoneos or -iphonesimulator

The integration demo is set up this way so please have a look at it for further information: SDK/samples/IntegrationDemo/iOS/IntegrationDemo.xcodeproj or SDK/samples/IntegrationDemo/tvOS/IntegrationDemo.xcodeproj

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Tip: Please note that if you don't follow these instructions, you might have to use separate XCode target for building device and the simulator application, or your might get incremental build errors after switching from building device application to simulator application (or the opposite).
See also:
SDK Input Libraries and Distributed Binaries