Table of Contents
Wwise lets you extend its capabilities by building your own effect plug-ins. Create and integrate audio effect plug-ins, or sound sources such as synthesizers, physical modeling, and so on.
A Wwise audio plug-in is composed of three parts:
- Wwise application plug-in: The part used by Wwise to display dialogs where the user can edit the plug-in's properties, and to execute the plug-in when the user plays sounds in Wwise.
- Wwise sound engine plug-in: The part used by the sound engine to execute the plug-in in your game.
- Optionally, a runtime DLL for Unity and Unreal wrapping the sound engine part.
This is the code that executes in the sound engine to produce or modify the input sound based on settings defined by the user in Wwise.
Refer to Writing the Sound Engine Part of an Audio Plug-in for information on writing this part of the plug-in.
This is the part that runs in Wwise. It contains the UI that the user can use to modify the plug-in's properties. It also contains the Windows® sound engine side of the plug-in so the user can hear the results from within Wwise.
Refer to Writing the Wwise Authoring Part of an Audio Plug-in for information on writing this part of the plug-in.
Refer to Sample Effect Plug-in for information on sample effect plug-ins provided with this SDK.
More details are available in these sections: