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Wwise

Version Support

hvcc will generate a Wwise plugin project that links against a particular Wwise SDK version.

The default is currently 2017.2.2.6553, however if it's necessary to link against a different Wwise SDK, change the value of wwise_sdk_version in the c2wwise generator (found here) to the required SDK version string.

Source Generator or FX Unit

The type of plugin that heavy generates is dynamically determined depending on the I/O channel configuration.

If an [adc~] object exists in the patch the generated plugin with be an FX unit. Otherwise it'll be a source generator plugin.

RTPCs

The Wwise target supports both input and output parameters.

rtpcs

Input Parameters

Exposing an input parameter will automatically generate a Slider UI in the plugin interface, that can then be connected to RTPCs from your game.

Output Parameters

Sending a single float value to an output parameters will in turn cause the corresponding Global RTPC of the same name to be set.

This is useful for letting the plugins control other behaviours within the game system.

Note: it's important that the naming of the output parameter and the global RTPC set up in Wwise are exactly the same.

The example patch below describes a simple envelope follower:

authoring_plugin

Authoring Plugin Installation

Authoring Assets

The Authoring plugin is what shows up in the Wwise Authoring interface, you can assign this plugin to Sound SFX objects and hook up RTPCs to its parameters.

Runtime Assets

The runtime components are used by the Wwise integration engine, these are the files that will be actually used by your game or application. We provide both a dynamic plugin that can be easily loaded into development engines like Unity and Unreal, as well a static library that can be compiled directly into the Wwise Integration.

Windows Authoring 32bit

Take the following files found in the Wwise Win32 target:

  • HV_{PATCH_NAME}_WwiseSourceAuthPlugin.dll
  • HV_{PATCH_NAME}_WwiseSourceAuthPlugin.xml

And place them in the following location:

  • C:\Program Files (x86)\Audiokinetic\Wwise 2017.1.0.6302\Authoring\Win32\Release\bin\plugins

Windows Authoring 64bit

Take the following files found in the Wwise Win64 target:

  • HV_{PATCH_NAME}_WwiseSourceAuthPlugin.dll
  • HV_{PATCH_NAME}_WwiseSourceAuthPlugin.xml

And place them in one of the following locations:

  • C:\Program Files (x86)\Audiokinetic\Wwise 2017.1.0.6302\Authoring\x64\Release\bin\plugins

Mac OSX Authoring

The Wwise Authoring application for Mac OSX uses a Wine wrapper and therefore requires plugin binaries compiled for Windows.

Take the following files found in the Wwise Win32 target:

  • HV_{PATCH_NAME}_WwiseSourceAuthPlugin.dll
  • HV_{PATCH_NAME}_WwiseSourceAuthPlugin.xml

And place them in the following location:

  • /Applications/Audiokinetic/Wwise 2017.1.0.6302/Wwise.app/Contents/SharedSupport/Wwise2016/support/wwise/drive_c/Program Files/Audiokinetic/Wwise/Authoring/Win32/Release/bin/plugins/

After installing the plugins the Wine cache will need to be refreshed, in a command-line application like Terminal run the following commands:

cd "/Applications/Audiokinetic/Wwise 2017.1.0.6302/Wwise.app/Contents/SharedSupport/Wwise2017/"
CX_ROOT="/Applications/Audiokinetic/Wwise 2017.1.0.6302/Wwise.app/Contents/SharedSupport/Wwise2017/" WINEPREFIX="/Applications/Audiokinetic/Wwise 2017.1.0.6302/Wwise.app/Contents/SharedSupport/Wwise2017/support/wwise/" ./bin/wineprefixcreate --snapshot

Note: for different versions of Wwise make sure to edit the command text to include the relevant version string (Wwise 2017.1.0.6302).

Adding a Source Plugin

source_plugin

Unity Integration

Setting up the projects

First create a new Wwise project, add a Source plugin to a game object, create an Event to trigger it and add it to a Soundbank.

Then create a new Unity project, add the Wwise Unity integration package, reference your Wwise authoring application and previously created project.

Add an empty GameObject to your scene, add an AKBank and AKEvent object and initialise them with ones created in your Wwise project.

After following the instructions below to install the plugin, make sure your soundbanks have been generated and press play in the Unity editor.

Windows 32bit

From the Wwise Windows 32bit target take the following file:

  • HV_{PATCH_NAME}_WwiseSourcePlugin.dll

And place it in the following directory:

  • {UNITY_PROJECT}/Assets/Wwise/Deployment/Plugins/Windows/x86/DSP/

Windows 64bit

From the Wwise Windows 64bit target take the following file:

  • HV_{PATCH_NAME}_WwiseSourcePlugin.dll

And place it in the following directory:

  • {UNITY_PROJECT}/Assets/Wwise/Deployment/Plugins/Windows/x86_64/DSP/

Mac OSX

From the Wwise macOS 64bit target take the following file from the /osx/x86_64/Release/ directory:

  • libHV_{PATCH_NAME}_WwiseSourcePlugin.bundle

And place it in the following directory:

  • {UNITY_PROJECT}/Assets/Wwise/Deployment/Plugins/Mac/DSP/

Note: the Mac OSX builds are 64bit only.

iOS

From the Wwise iOS armv7a target take the downloaded files:

  • libHV_{PATCH_NAME}_WwiseSourcePluginFactory.h
  • libHV_{PATCH_NAME}_WwiseSourcePlugin.a

And place it in the following directory:

  • {UNITY_PROJECT}/Assets/Wwise/Deployment/Plugins/iOS/DSP/

Compiling the Plugin

Each platform has its own way of compiling the plugins.

Mac OSX

An Xcode project exists in the unity/xcode directory and the plugin may be built manually. It can also be compiled directly from the commandline.

$ cd unity/xcode
$ xcodebuild -project Hv_heavy_WwiseSourcePlugin.xcodeproj -target Hv_heavy_WwiseSourcePlugin -arch x86_64

The results are placed in unity/build/macos/x86_64/Release.

iOS

An Xcode project exists in the unity/xcode directory and the plugin may be built manually. It can also be compiled directly from the commandline.

$ cd unity/xcode
$ xcodebuild -project Hv_heavy_WwiseSourcePlugin.xcodeproj -target Hv_heavy_WwiseSourcePlugin -arch armv7s

The results are placed in unity/build/macos/armv7s/Release.

Linux

$ cd unity/linux
$ make -j

The results are placed in unity/build/linux/x86_64/release.

Windows

A Visual Studio 2015 project exists in the unity/vs2015 directory and the plugin may be built manually. It can also be compiled directly from the commandline.

$ cd unity/vs2015
$ "C:/Program Files (x86)/MSBuild/14.0/Bin/MSBuild.exe" /property:Configuration=Release /property:Platform=x64 /t:Rebuild Hv_heavy_WwiseSourcePlugin.sln /m

The results are placed in unity/build/win/x64/Release.

Plugins for x86 may also be built by specifying /property:Platform=x86.