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Quick Start Sample Integration - Plug-Ins

Plug-in Example

As explained in Integration Details - Plug-Ins, plug-ins can be used to extend the capabilities of Wwise with new sources and effects.

Your game must register all the source and effect plug-ins it might need with calls to AK::SoundEngine::RegisterPlugin(). For example, the sample project registers the Wwise Reverb effect which is used on the Voices Control Bus:

#include <AK/Plugin/AkRoomVerbFXFactory.h>          // Effect ID and creation functions of the Wwise RoomVerb plug-in
#include <AK/Plugin/AkAudioInputSourceFactory.h>    // Effect ID and creation functions of the Audio Input source plug-in

(...)

//
// Register plug-ins. You must register each source or effect plug-in used
// in your game (in this case just the Wwise RoomVerb effect and the Audio Input source plug-ins)
//

// Register RoomVerb FX plugin
AK::SoundEngine::RegisterPlugin( 
    AkPluginTypeEffect,
    AKCOMPANYID_AUDIOKINETIC,
    AKEFFECTID_ROOMVERB,
    CreateRoomVerbFX,
    CreateRoomVerbFXParams 
    );

// Register Audio Input source plugin
AK::SoundEngine::RegisterPlugin( 
    AkPluginTypeSource,
    AKCOMPANYID_AUDIOKINETIC,
    AKSOURCEID_AUDIOINPUT,
    CreateAudioInputSource,
    CreateAudioInputSourceParams 
    );

Refer to Creating New Plug-ins for information about creating your own source and effect plug-ins.

Note.gif
Note: This sample code comes from the Sound Engine Integration Sample Project available in the Samples section. Refer to Integration Demo Sample for more information.

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