目录
Build the Integration code
Overview
The Wwise-Unity integration is a thin layer of C# calling the native Wwise API. It comes pre-built for all platforms. In most cases, it is unnecessary to rebuild the Integration plug-in. However, you may want to customize it for various reasons such as:
- Adding custom DSP plug-ins.
- Reducing the size of the plug-in by removing unused DSP plug-ins.
- Modifying the C++ code that interfaces with the Sound Engine.
- Integrating custom changes to the native Sound Engine (if you have source code).
- Upgrading your Integration by incorporating a more recent Wwise SDK release.
This should be done by a programmer who has some C++ knowledge.
The procedure
- Download the source zip from your Audiokinetic account for the platform(s) you want (the zip is post-fixed with _Src.zip)
- Verify the prerequisites for building the Integration. See Prerequisites
- Unzip the source zip package for your target platforms. See Installing or upgrading the integration in a Unity project for details.
- Launch the build process using one of the two methods: Build using console utility and Build using Integrated Development Environment (IDE).
- Wait until the build finishes. If the build succeeds, the plug-ins and API binding under the
Deployment
folder will be updated or created if none existed before. - Manually replace the
UNITY_PROJECT_ROOT\Assets\Wwise\Deployment
folder with the newly created version. The new plug-in will then need to be installed to the Designated Platform Plugin Folder by following the Wwise Plug-in Deployment.
Notes
- During the build, you can monitor warnings, errors, or critical messages, if any, by reading the detailed log messages found in the Build Log.
Requirements to build the Integration yourself:
Platform | Required Components |
All platforms |
|
Android |
|
iOS |
|
Linux |
|
Mac |
|
PS3 | Visual Studio 2010 Professional Edition. |
PS4 | Visual Studio 2012 Professional Edition. |
PS Vita | Visual Studio 2010 Professional Edition. |
Windows | Visual Studio 2013 Professional Edition. |
Windows Store | Visual Studio 2015. |
Xbox 360 | Visual Studio 2010 Professional Edition. |
Xbox One | Visual Studio 2012 Professional Edition. |
How to install the source package
Unzip the source package. You can then rebuild and generate the content in the Integration package using just the source package and a Wwise SDK installation for your target platforms. Optionally, you can merge the unzipped content under the Wwise folder with your imported Integration unity package in the Assets folder of your Unity project. However, this may generate unwanted intermediate files inside your Assets folder, which need to be cleaned up manually.
The folder structure of the installed Integration package
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Note: The italic items are available to certain platforms only.
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The Folder Structure of the Installed Source Package
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Note: The italic items are available to certain platforms only.
|
Build using console utility
You can build the Integration from the command line using the build script. This is useful for continuous integration. To see the usage and examples, assuming your current working directory is the parent folder of the script, type in a command console on your computer:
python BuildWwiseUnityIntegration.py -h
Build using Integrated Development Environment (IDE)
Located in the Wwise Unity Integration source package under:
WwiseUnityIntegration_version_platform_Src.zip\Wwise\AkSoundEngine\YourPlatform
the solution (or Xcode project) allows you to build the Integration for the target platform in a supported IDE.
Building for the Linux platform
A premake script is included in the integration source package that generated the necessary makefiles. To build the Linux plugin from source, simply enter the following commands into a terminal:
cd <Integration source location>/AkSoundEngine/Common
./premake4 --akplatform=Linux gmake
make -f AkSoundEngineLinux.make config=<config>
Where <config> is either debug32
, profile32
, release32
, debug64
, profile64
, or release64
. The resulting plugin will be located in <Integration source location>/Deployment/Plugins/Linux
.
Deploy the new lib
The resulting binaries will be found in Wwise\Deployment\Plugins\[Platform]. If you haven't unzipped the sources in your Assets\Wwise directory, copy the new binaries from that folder to the corresponding folder in your project's Assets directory.
In Unity 4, you will also need to copy the Profile dll (usually) in to the Assets\Plugins\[Platform] directory. This can be done also inside Unity, using the menu Assets->Wwise->Install Plugin.
Under the hood
The build process performs the following tasks:
- As a pre-build step, the API binding in Unity scripting language for Wwise SDK is generated via SWIG, with our custom pre-processing and post-processing to ensure multi-platform API can coexist in Unity project folder.
- The Wwise SDK libraries are wrapped into a single library as the Unity plugin, a dynamic library (.dll) on Windows, a loadable bundle (.bundle) on Mac OS X, a static library (.a) on iOS, or a shared library (.so) on Android. They are directly built into the Deployment folder. See Installing or upgrading the integration in a Unity project for the folder structure.
Generated on Tue Aug 23 02:44:59 2016 for Wwise Unity Integration by
