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Wwise Unity Integration Documentation
Adding Plug-ins

All Effect plug-ins are available as dynamic libraries. The libraries will be automatically included in your Unity project depending on their usage in the Wwise project. The list of Effect plug-ins your project uses is compiled when the SoundBanks are generated. To add a previously unused plug-in to your project, follow these steps:

  • Use the Effect plug-in in your Wwise project.
  • Generate your SoundBanks for the platform you are working on.
  • Switch to your Unity project.
  • Copy your new SoundBanks to the expected StreamingAssets folder. (If Play in Editor, no need to copy.)
  • Compile your game (or Play in Editor).

The following source and Effect plug-ins are included as part of the base Unity integration:

  • Wwise Compressor
  • Wwise Delay
  • Wwise Expander
  • Wwise Gain
  • Wwise Matrix Reverb
  • Wwise Meter
  • Wwise Parametric EQ
  • Wwise Peak Limiter
  • Wwise RoomVerb
  • Wwise Silence
  • Wwise Sine
  • Wwise Tone Generator

Any other plug-in you previously installed in Wwise using the Launcher will automatically be available upon integrating Wwise in your Unity project.

Licensed plug-ins are not part of the default Wwise license (McDSP, iZotope, Auro, SoundSeed, Crankcase REV, Convolution Reverb, Motion). You can try them in the authoring application, but not in-game. If you do not have a valid license, please contact us. Evaluation licenses are always free.

If you want to create a brand new Effect plug-in for Wwise (and then Unity), please read section Creating New Plug-ins. For iOS, tvOS, and Nintendo Switch, plug-ins must be provided as static libraries. See Plug-in Static Registration. Plug-ins that are included with the integration are automatically registered in a corresponding CPP file generated within the AkPluginActivator.StaticPluginRegistration class. To register your new plug-in, you will have to create a CPP file similar to the following:

namespace AK { class PluginRegistration; };
#define AK_STATIC_LINK_PLUGIN(_pluginName_) extern AK::PluginRegistration _pluginName_##Registration; void *_pluginName_##_fp = (void*)&_pluginName_##Registration;
#include "MyNewPluginFactory.h"

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