Table of Contents

Wwise SDK 2018.1.11
Default Wwise Audio Devices

Audio Devices represent all the physical and virtual outputs provided by each supported platform. Wwise supports several Audio Devices by default. Some are not available on all platforms. This page provides the platform-specific information for each of the default Audio Devices available in Wwise. See Audio Devices for more information regarding default Audio Devices.

System

Default audio output offered by the system. This is where you would expect any audio to go, on all platforms.

Communication

Matches the Communication device selected in Window's Sound Playback Devices properties tab.

\if Windows
- Windows: Matches the Communication device selected in Window's Sound Playback Devices properties tab.
\endif
\if PS4
<div platform='PS4' open='1'></div>
- PlayStation® 4: Outputs on the game controller's connected headphones or the TV depending on system options. Matches <I>SCE_AUDIO_OUT_PORT_TYPE_VOICE</I> described in the manufacturers documentation. You can have multiple outputs of this type, one per player. This is a separate virtual output than Game Controller Headphones described below.
<div platform='PS4' open='0'></div>
\endif
\if XboxOne
<div platform='XboxOne' open='1'></div>
- Xbox One®: Outputs on the game controller's connected headphones. Matches the <I>AudioCategory_Communications</I> described in the manufacturer's documentation. You can have multiple outputs of this type, one per player. This is the same physical output as Game Controller Headphones described below.
<div platform='XboxOne' open='0'></div>
\endif
\if Stadia
<div platform='Stadia' open='1'></div>
- Stadia: Outputs into the voice chat audio endpoint. Matches <I>ggp::GetVoiceChatEndpoint</I> described in the Stadia SDK documentation. The voice chat endpoint can be enabled or disabled using <I>ggp::EnableVoiceChatEndpoint</I>. Game integrations should handle <I>ggp::AudioEndpointChangedEvent</I> to call \ref AK::SoundEngine::AddOutput when voice chat is enabled (<I>ggp::AudioEndpointChangedEvent::event_state</I> is <I>ggp::AudioEndpoint::State::kEnabled</I>) and to call \ref AK::SoundEngine::RemoveOutput when voice chat is disabled (<I>ggp::AudioEndpointChangedEvent::event_state</I> is <I>ggp::AudioEndpoint::State::kDisabled</I>).
<div platform='Stadia' open='0'></div>
\endif

DVR Bypass

Some platforms have a DVR function that allows the gamer to record his gameplay and publish it. This raises a few legal issues regarding the copyrighted music that might be part of the game audio, or user-replaceable music. While the game studio have the rights to use the music in their game, the end-user doesn't have the rights to distribute it in any form. Thus the platform requirements usually state that user background music should not be recorded. This virtual Audio Device allows a separate mix that is not sent to the DVR, but mixed in the main output afterwards. It is supported on the following platforms:

\if PS4
<div platform='PS4' open='1'></div>
- PlayStation® 4: Outputs on the main TV output, but is not recorder by the internal DVR. Matches <I>SCE_AUDIO_OUT_PORT_TYPE_BGM with SCE_AUDIO_OUT_PARAM_ATTR_RESTRICTED</I> attribute described in the manufacturers documentation.
<div platform='PS4' open='0'></div>
\endif
\if XboxOne
<div platform='XboxOne' open='1'></div>
- Xbox One®: Outputs on the main TV output, but is not recorder by the internal DVR. Matches the <I>IAudioClient2::ExcludeFromGameDVRCapture</I> function described in the manufacturers documentation.
<div platform='XboxOne' open='0'></div>
\endif

Game Controller Speaker

Some platforms have a speaker on the game controller. You can have one output per player. It is supported on the following platforms:

\if PS4
<div platform='PS4' open='1'></div>
- PlayStation® 4: Matches the <I>SCE_AUDIO_OUT_PORT_TYPE_PADSPK</I> port described in the manufacturers documentation.
<div platform='PS4' open='0'></div>
\endif

Game Controller Headphones

Some platforms can connect headphones on the game controller. You can have one output per player. It is supported on the following platforms:

\if PS4
<div platform='PS4' open='1'></div>
- PlayStation® 4: Matches the <I>SCE_AUDIO_OUT_PORT_TYPE_PERSONAL</I> port described in the manufacturers documentation.
<div platform='PS4' open='0'></div>
\endif
\if XboxOne
<div platform='XboxOne' open='1'></div>
- Xbox One®: Outputs on the game controller's connected headphones. Matches the <I>AudioCategory_Communications</I> described in the manufacturers documentation. This is the same physical output as Communication output described above.
<div platform='XboxOne' open='0'></div>
\endif
PlayStation®4

This information cannot be displayed because you are not signed in as a PlayStation®4 licensed user.

No Output

This is a virtual device that outputs nowhere. It can be useful for testing and is supported on all platforms.

See also