All built-in Wwise source and Effect plug-ins are available for use in the Integration by default.
The Effect plug-ins are available as dynamic libraries. These libraries are 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).
Any other plug-in you previously installed in Wwise using the Launcher is automatically available upon integrating Wwise in your Unity project. However, if you install plug-ins in your Wwise project after integrating Wwise into your Unity project, you must follow the steps covered in Adding Plug-ins to Unity and Unreal Integrations to use the plug-ins in your Integration.
Note, 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, contact us. Evaluation licenses are always free.
If you want to create a new Effect plug-in for Wwise (and then Unity), 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"