目录

Adding Licensed Plugins

If your project is going to use licensed plugins (such as, among others, McDSP, SoundSeed Wind/Woosh, Impact, and Auro 3D), you will need to recompile the native integration library. This is also the case if you built your own effect plug-in for Wwise.

Licensed plugins are not part of the default Wwise/Unity integration, but you can use them if you have a valid license. If you do not have a valid license, please contact us. Trial licenses are always free.

Once you have a license for the plugins to use, you can integrate them by recompiling the Wwise/Unity dynamic library (DLL, SO). This should be done by a programmer who has some C++ knowledge. The first step is to build the source code once, following the steps provided here: Build the Integration code.

Then, to add the plug-in, follow these steps:

  1. Open the solution, project, or makefile found in [Folder]\AkSoundEngine\[YourPlatform]
  2. Open the file [Folder]\AkSoundEngine\Common\AkSoundEngineStubs.cpp
  3. Find the call to AK::SoundEngine::RegisterAllBuiltInPlugins()
  4. Add calls to AK::SoundEngine::RegisterPlugin() or one of the predefined helper functions (see soundengine_integration_plugins)
  5. Add the corresponding lib file into the linker input options. The libraries are part of the Wwise SDK installation, separate from the Unity package. Usually this is found in C:\Program Files(x86)\Audiokinetic\Wwise [version]\SDK\[platform]\lib folder. This path is already setup in the project/makefile.
  6. Recompile the lib as explained in Build the Integration code. Favor the Profile configuration for development and the Release configuration for shipping.
  7. Deploy the newly compiled lib into your Assets\Plugin folder
  8. Repeat for each platform your game supports.

No modifications are needed in your Unity game code.

Generated on Tue Aug 23 02:44:59 2016 for Wwise Unity Integration by  doxygen 1.6.3