社区问答

欢迎来到 Audiokinetic 社区问答论坛。在此,Wwise 和 Strata 用户可互帮互助。如需我们团队直接提供协助,请前往技术支持申请单页面。若要报告问题,请在 Audiokinetic Launcher 中选择“报告错误”选项(注意,问答论坛并不会接收错误报告)。我们内部设有专门的错误报告系统,会有专人查看报告并设法解决问题。

要想尽快得到满意的解答,请在提问时注意以下几点:

  • 描述尽量具体:比如,想达到什么样的目的,或者具体哪里有问题。
  • 包含关键细节:比如,Wwise 和游戏引擎版本以及所用操作系统等等。
  • 阐明所做努力:阐明自己为了排除故障都采取了哪些措施。
  • 聚焦问题本身:聚焦于问题本身的相关技术细节,以便别人可以快速找到解决方案。

0 投票
Some user find the iOS libs ( libAKSoundEngine.a ) is a lot bigger than they would expect when compared to other platforms.
分类:General Discussion | 用户: Guillaume R. (Audiokinetic) (9.9k 分)

1个回答

0 投票

The size of the Wwise Unity Integration packages vary depending on the type of library (Debug, Profile or Release) and the target platform.

The Debug versions are the biggest because they include all debugging symbols, these are useful when investigating application crashes during development. The Profile versions contains the code used for the communication between the Wwise sound engine integrated in the application and the Wwise Authoring Tool's Advanced Profiler; useful when investigating audio issues in a running game. The Release versions are the smallest as they don't include debugging symbols or profiling functionality, these are used in the final version of the game.

When creating a Unity project targeting  iOS; Unity will create an XCode project that will link with Wwise libraries. The libraries contain all debug symbols *even* in Release. Also, they are source libraries that haven't gone through a linker yet; some optimization can only be done at link time. You need to specify the proper stripping option for the linker to reduce the size. Please refer to Unity documentation for more information.

用户: Guillaume R. (Audiokinetic) (9.9k 分)
...