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Wwise Up On Air: "BUILD FAILED" while trying to build custom plug-in on Mac

0 votes

Hello community,


After watching Wwise Up On Air episode about making custom plugin I decided to try it myself.

I'm on Mac, so I replaced all the windows specific arguments to Mac ones, for example "Mac" instead of "Windows_vc160" when premake etc. However, when I got to the part where I run "build" command (at around 1:12:40 in the video), it gives me following errors.

MacBook-Pro:LPF username$ python3 "/Applications/Audiokinetic/Wwise 2021.1.10.7883/Scripts/Build/Plugins/" build Mac -c Debug
Building LPF for Mac in Debug...
Build Command: ['xcodebuild', '-workspace', 'LPF_Mac.xcworkspace', '-scheme', 'LPF', '-configuration', 'Debug', '-quiet']
--- xcodebuild: WARNING: Using the first of multiple matching destinations:
{ platform:macOS, arch:x86_64, id:CDE63DB8-AC24-5C14-8DF4-E4FD78878678 }
{ platform:macOS, name:Any Mac }
note: Building targets in dependency order
/Users/username/Documents/LPF/SoundEnginePlugin/LPF_Mac_shared.xcodeproj: error: No signing certificate "Mac Development" found: No "Mac Development" signing certificate matching team ID "BCB4VLKTK5" with a private key was found. (in target 'LPF' from project 'LPF_Mac_shared')

It saids I don't have a certificate but I've never done coding before and I'm not sure what it means. If someone could help me with this it would be much appreciated.

Thanks in advance and thank devs always for making a great tool.

asked Sep 20, 2022 in General Discussion by yosagenom (110 points)

2 Answers

+1 vote
This appears to be a bug: the development team listed in the error message is the one used by Audiokinetic for development on the Mac platform and should not be present in projects generated by
I will enter this bug in our system.

As a workaround, you can open the Xcode workspace generated by the premake command (PluginName_Mac.xcworkspace) and change the Development Team in the Build Settings section to an empty string.
To do that, for each column, click on the combobox and select "Other", then clear out the value and press Enter. Do that for both projects (the _shared and _static as selected on the left sidebar), and you should be able to build without error.

To ship your plug-in, it will eventually need to be signed and thus will require setting a valid development team, which you obtain from an Apple developer account.

For now, happy coding!
answered Sep 21, 2022 by Samuel L. (Audiokinetic) (23,300 points)
edited Sep 26, 2022 by Samuel L. (Audiokinetic)
Hi Samuel,

Thanks so much for the answer. I emptied the Developer Team info and it no longer gives me the error. Thank you!
if i dont want to ship my plug-in,just use in my own game,can i delete shared.xcodeproj ,just compile the static.xcodeproj, then i dont need to set the development Team ?
hangyu li: Yes you can just compile the static version of the plug-in, and static libraries are not codesigned since they're not executable binaries.

However, your game's binaries that link with your plug-in and Wwise will in turn need to be signed to not be flagged as Malware on other computers.
I tried to write a custom wwise plugin, in Android I compiled the corresponding so has taken effect, but IOS I compiled the corresponding .a and its Factory.h file into the corresponding Plugin directory, in the real machine test does not take effect, why is this? What's missing?    Wwise Version:2021.1.14.8108
We do test iOS builds of the plug-ins internally, so this is expected to work.
Unfortunately I do not have the necessary details on your setup to be able to help: you can always reach out to our Customer Support team to get customized assistance.
0 votes
I'm happy to report his issue has been fixed in Wwise 2023.1: see the new plug-in attribute "appleteamid" that can be set in your PremakePlugin.lua file.
By default, it is empty so you should also be able to seamlessly use the automatic signature feature of Xcode.

Related documentation page:
answered Jan 23 by Samuel L. (Audiokinetic) (23,300 points)