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How can I register a custom-built Wwise plugin to work with Unity?

+1 vote
I have developed a simple custom effect plugin that works fine in the Wwise SDK when I'm editing sounds, but is not recognized by my game when I run it in Unity.

 

I know that custom plugins must be registered with a call to the AK::SoundEngine::RegisterPlugin() function in-game, but it does not seem that this function is accessible through the AkSoundEngine object used in C# scrpting.

Is there any way to register custom Wwise plugins in Unity?
asked Aug 8, 2014 in General Discussion by Isaac S. (120 points)
edited Sep 3, 2014 by Bernard R. (Audiokinetic)

1 Answer

+2 votes
You will need to recompile the AkSoundEngine native (C++) plugin. To do so, you will need to download the sources to the plugin, available on our downloads page (for example, the Windows plugin source can be found here: https://www.audiokinetic.com/files/?get=Unity_2013.2.9/WwiseUnityIntegration_v2013.2.9_Windows_Src.zip )

You will need to recompile every platform you are using in your game. You will need to insert your call to RegisterPlugin in file AkSoundEngineStubs.cpp, in function Init. You will find a call to RegisterAllPlugins there, just register your own plugin after that.

For more information on building the native plugin, you can refer to the Wwise Unity Integration help, under section "Build the integration code".
answered Aug 11, 2014 by Benoit S. (Audiokinetic) (16,020 points)
Thanks for the reply. I've been trying to re-compile the sound engine with Visual Studio, but I get a warning "438: No Wwise SDK folder specified (-w). Fall back to use environment variable: WWISESDK" from BuildUtil.py, and then subsequent errors that some files cannot be found in specified directories. It does not seem right that the re-compilation process should have to access an existing installation of Wwise, but I do not know how to direct the python script to look in the correct location for the files it is trying to find. Are there any fixes for this problem that do not involve changing my WWISESDK environment variables or uninstalling the existing Wwise installation?
Maybe this should be it's own topic, but I'm getting basically the same error trying to rebuild the Mac version in Xcode. The error is "Failed to find $WWISESDK folder" and I'm not sure how to point it to my SDK folder. Or is it just a matter of moving my SDK folder to a specific spot in the Xcode project?
Hello, is it still valid? There is AkSoundEngine.RegisterPluginDLL C# method now, but it doesn't seem to do anything besides returning AK_Success. My effect plugin's Execute method is never called for some reason.
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