Community Q&A

Welcome to Audiokinetic’s community-driven Q&A forum. This is the place where Wwise and Strata users help each other out. For direct help from our team, please use the Support Tickets page. To report a bug, use the Bug Report option in the Audiokinetic Launcher. (Note that Bug Reports submitted to the Q&A forum will be rejected. Using our dedicated Bug Report system ensures your report is seen by the right people and has the best chance of being fixed.)

To get the best answers quickly, follow these tips when posting a question:

  • Be Specific: What are you trying to achieve, or what specific issue are you running into?
  • Include Key Details: Include details like your Wwise and game engine versions, operating system, etc.
  • Explain What You've Tried: Let others know what troubleshooting steps you've already taken.
  • Focus on the Facts: Describe the technical facts of your issue. Focusing on the problem helps others find a solution quickly.

0 votes

Hello, I'm the lead programmer of a studio inside the company Thunderful Development
I have the exact same issue as these people:
https://www.audiokinetic.com/qa/622/why-is-the-wwise-ios-unity-integration-so-big?show=622#q622
https://www.audiokinetic.com/qa/5664/how-to-lighten-the-deployment-plugins-ios?show=5664#q5664
https://www.audiokinetic.com/qa/279/exceptionally-large-ios-lib-74-mb?show=279#q279
https://www.audiokinetic.com/qa/6857/unity-ios-lib-size-problem?show=6857#q6857
https://www.audiokinetic.com/qa/3308/wwise-integration-size?show=3308#q3308
https://www.audiokinetic.com/qa/8348/about-ios-plugins-in-wwise-folder-deployment-plugins?show=8348#q8348

My libAKSoundEngine.a is 853 MB and I'm using the Unity Integration for unity version 2020.3.1f1.

None of the solutions given there has solved my issue. Even when file stripping set to High, does the libAKSoundEngine.a reduce in size for iOS builds in debug or release.
It seems as though my build just straight copies the libAKSoundEngine.a from \Assets\Wwise\API\Runtime\Plugins\iOS\Profile and shoves it in my build without any sort of reduction in size.

I understand that it's all of the debug symbols needed to debug the WWise part of the game that takes all of the room, but this is not viable for our release on the app store. I can't have the WWise lib file take as much room as all of the assets inside the game, for a serious release.
It seems to me this is an issue with WWise - as I'm clearly not alone with this issue.

I would appreciate help in this matter.

Thanks in advance
// Jonathan LC

in General Discussion by Jonathan L. (190 points)
edited by Jonathan L.

Please sign-in or register to answer this question.

...