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What's the very minimun needed to implement wwise in my proyect?

0 votes
Hi! I'm trying to integrate Wwise in my engine following the IntegrationDemo and Cube Demo as examples. And It's driving me crazy. I see links to samples, other projects, a lot of Plugin/FX libs linked etc etc.
All I ask is, Can anyone point me to anywhere (documentation, example, url...) where says "ok, to implement wwise you just need that lib, that other one, the SDK include and that's all, not all the "look our demos which links to samples and a lot of stuff you probably will never need".

Also, if any programmer from wwise can take a look over the Q&A and star answering people, would be great.

Last question, people who pays commercial license, is q&a all the support they have? Or do they have an special forum or something?

 

Thanks
asked Jul 16, 2015 in General Discussion by M.Bruno R. (300 points)
edited Jul 17, 2015 by M.Bruno R.

1 Answer

0 votes
Take a look at this walkthrough:

https://www.audiokinetic.com/library/2015.1_5418/?source=SDK&id=workingwithsdks.html

This is the minimum if you have a C++ game engine.  If you have Unity, it is something else however (more simple).
answered Jul 17, 2015 by Bernard R. (Audiokinetic) (35,110 points)
WOW! Hello! Thanks a lot for your answer. Actually that help is the one I have been following to implement wwise, but never specifies which .libs and .h+.cpp you actually need, so, when you encounter a problem like this one https://www.audiokinetic.com/qa/1560/error-communicationcentral-where-network-gamesocket-classes, there is no way to know how fix It. All it does is show some code, couple of includes and remit the user to the integrationDemo. However, I could almost integrate it using the sounEngine.dll after analyze  the sound.cpp within the Cube demo.  
Now I'm finding some other problems:

AkSOundEngine project (the one that generates akSoundEngine.lib and dll) doesn't compile on __vectorcall calling convention. It gives problems of redefinition with the memoryHooks.
Also I have to change this line in the AkSoundEngineDLL.rc
#include "afxres.h"

for this other thing
#include "WinResrc.h"
#define IDC_STATIC  -1

Apparently is the only way It works on VS2013.

I will keep looking for fixes and posting them here. Anyway Bernard, if you have any advice to give me, It very welcomed.
Thanks a lot for taking time.
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