Table of Contents
If your project is going to use licensed plugins (such as, among others, McDSP, SoundSeed Wind/Woosh, Impact, and Auro 3D), you will need to recompile the native integration library. This is also the case if you built your own effect plug-in for Wwise.
Licensed plugins are not part of the default Wwise/Unity integration, but you can use them if you have a valid license. If you do not have a valid license, please contact us. Trial licenses are always free.
Once you have a license for the plugins to use, you can integrate them by recompiling the Wwise/Unity dynamic library (DLL, SO). This should be done by a programmer who has some C++ knowledge. The first step is to build the source code once, following the steps provided here: Build the Integration code.
Then, to add the plug-in, follow these steps:
- Open the solution, project, or makefile found in [Folder]\AkSoundEngine\[YourPlatform]
- Open the file [Folder]\AkSoundEngine\Common\AkSoundEngineStubs.cpp
- Find the call to AK::SoundEngine::RegisterAllBuiltInPlugins()
- Add calls to AK::SoundEngine::RegisterPlugin() or one of the predefined helper functions (see soundengine_integration_plugins)
- Add the corresponding lib file into the linker input options. The libraries are part of the Wwise SDK installation, separate from the Unity package. Usually this is found in C:\Program Files(x86)\Audiokinetic\Wwise [version]\SDK\[platform]\lib folder. This path is already setup in the project/makefile.
- Recompile the lib as explained in Build the Integration code. Favor the Profile configuration for development and the Release configuration for shipping.
- Deploy the newly compiled lib into your Assets\Plugin folder
- Repeat for each platform your game supports.
No modifications are needed in your Unity game code.
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