The main application package, Wwise.app, is installed in the installation directory chosen at installation time, and contains the necessary adaptation files to run Wwise. The Wwise Authoring application on macOS, as installed by the Audiokinetic Launcher, provides a set of files in different locations. However, as outlined above, because the Wwise Authoring application uses Windows binaries even on macOS, the Sound Engine portion of the plug-in that is linked into the Authoring plug-in to allow auditioning must be a Windows library. a) and distributed with the game or linked into it. This native Sound Engine plug-in library has to be in Apple's library format (.dylib or. In other words, the Sound Engine part targeting Apple platforms has to be built on a Mac machine running macOS. This limitation is specific to the Authoring part of the plug-in. There is therefore no native way to build the Authoring part of a plug-in on a Mac machine: you will need to use a Windows machine or a virtual machine running Windows with the appropriate Visual Studio build tools. Because of this, the Authoring plug-in binaries must be Windows DLLs. The Wwise Authoring application is made available on macOS by means of an adaptation layer that allows Windows binaries to be executed on Mac systems.
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