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Android-Specific Information

This page contains information that is specific to using the Wwise SDK for the Android platform.

Platform Requirements

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Note:

  • To build the sample plug-ins on Android you need to use Make.
  • The makefile is dependent on the Android NDK stand-alone toolchain.

You can build the Android libraries using the script MakeAllAndroid.sh in the SDK/source/SoundEngine folder. This will create the toolchain and call Make with the appropriate parameters. This script is currently hard-coded to build the armeabi-v7a architecture. The SDK can also be built for armeabi if you want to support older phones. To do so, change the script or call the makefile accordingly.

Known issue:

  • Android
    • WG-20084: With some setups, Android sources must be compiled on a path containing no spaces. The default installation is in 'C:\Program Files\Audiokinetic' and contains a space character. If you encounter this problem, you may have to move sources elsewhere.

Using the "fast audio path" (low-latency)

In recent OS versions, Google introduced the "fast audio path". This bypasses some of the internal processing if some conditions are met, drastically reducing the latency of the OS and hardware processing. Please read Controlling Latency on Android for more details.

Deploying and Loading SoundBanks

There are three ways of deploying and loading SoundBanks on Android:

  1. Deploy SoundBanks as part of the Android application package (APK). Before deploying the application to devices, the SoundBanks have to be placed in the "assets" sub-folder of the Android NDK project.
  2. Deploy SoundBanks as part of an Android Application Split Binary (a.k.a. OBB).
  3. Deploy SoundBanks to the Android device file system directly. The SoundBanks can be deployed anywhere in the file system of the device. The GameSimulator application uses this method and the Low-level IO example can be found in $<Wwise>/SDK/samples/IntegrationDemo/Common/IntegrationDemo.cpp.

The default implementation of the low-level IO found in $<Wwise>/SDK/samples/SoundEngine/Android can access APK, OBB, and POSIX files. You must call the function CAkDefaultIOHookBlocking::InitAndroidIO with a JavaVM and the NativeActivity to initialize both APK and OBB readers. The path to give to CAkDefaultIOHookBlocking::SetBasePath needs to be relative to the root of the archive (same for APK and OBB). To load SoundBanks from the file system (outside APK or OBB), the path to the SoundBanks must be specified with CAkDefaultIOHookBlocking::AddBasePath(). You can add multiple paths.

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Note: The OBB archive must be unencrypted and uncompressed for the default Low Level IO to work. If not, you'll need to write your own IO.
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Note: The OBB reading is done with libzip, please check the license under Libzip. If you do not accept the license, you can disable the use of LibZip by defining the symbol "REMOVE_LIBZIP" in your compilation flag. If so, you'll need to write your own IO hook to read OBB or uncompress the OBB before use.

The IO system will search for files in the given paths in the reverse order, newest added first, APK content last. This allows for DLC content to replace APK content.

Refer to Low-Level I/O on how to implement the low-level I/O submodule.

Android Library Flavors

The Wwise SDK precompiled libraries come compiled in these flavors:

  • armeabi-v7a with NEON
  • x86 with SSE
  • arm64-v8a with NEON
  • x86_64 with SSE

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