The following features and functions of the native Wwise SDK are not supported, or their behaviors have been modified in the Integration (most recent change first):
-
UnloadBank()
no longer takes a single argument overloaded version. A memory-location pointer has to be provided as the second argument.
- The Windows version of
GetGameObjectFromPlayingID()
returns GameObject ID in 32bit for both Windows 32bit and 64bit (truncation).
-
PostEvent()
and GameObject-related APIs now accept null
as the GameObject input argument to affect the global scope.
-
PostEvent()
callbacks are serialized and occur on the start of the next game frame instead of being called from the audio thread. Therefore no synchronization mechanism is necessary.
-
AK::Monitoring::SetLocalOutput()
has been replaced by AkCallbackManager.SetMonitoringCallback()
.
-
AK::SoundEngine::SetPosition()
has been replaced by AkSoundEngine.SetObjectPosition()
.
- Streaming sounds should not be done at the same time as level data is loaded from disk.
- Several
AK::SoundEngine::DynamicSequence
API functions are renamed in their Unity API binding to maintain clarity. This is a remedy to compensate for the namespace-flattening side effects caused by SWIG. For example, AK::SoundEngine::DynamicSequence::Open()
would have become AkSoundEngine.Open()
in the generated API. So we rename it into AkSoundEngine.DynamicSequenceOpen()
in the API binding.
- C++ overloaded operators are renamed into functions in the Unity scripting language; for example,
AkArray::operator[]
becomes AkPlaylistArray.ItemAtIndex(uint uiIndex)
. This is done according to how SWIG is designed to handle C++ overloaded operators.
- Unsupported API and components:
- iOS audio input callback API
-
AkSpeakerVolumeMatrixCallbackInfo
-
AkSpeakerVolumeMatrixBusCallbackInfo
-
AkBusCallbackFunc
-
AK::SoundEngine::RegisterBusVolumeCallback
-
AK::SoundEngine::RegisterCodec
-
AK::SoundEngine::RegisterGlobalCallback
-
AK::SoundEngine::RegisterPlugin
-
AK::SoundEngine::Query::AkGameObjectsList
-
AK::SoundEngine::Query::GetActiveGameObjects()
-
AK::SoundEngine::Query::GameObjDst
-
AK::SoundEngine::Query::AkRadiusList
-
AK::SoundEngine::Query::GetMaxRadius(AkRadiusList& io_RadiusList)
- all variants of
AK::SoundEngine::DynamicDialogue::ResolveDialogueEvent
that accept callbacks or event names
- Known issue: WG-47181: (Stadia) Unable to load Wwise Plugins.
- See also
-
Platform-Specific Information.