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Lumberyard
User Guide (Version 1.14)

Building Lumberyard for 3D Audio

After you have installed and configured the full version of Wwise, you must build Lumberyard before you can use your new Wwise installation to create 3D audio.

To build Lumberyard after installing Wwise

  1. Start Lumberyard Setup Assistant. You can do this by running SetupAssistant.bat from the Lumberyard root directory.

  2. In Lumberyard Setup Assistant, ensure that all software and required SDKs are installed. When finished, close Lumberyard Setup Assistant.

  3. In a command line, navigate to the lumberyard_version\dev\ directory and type the following command:

    lmbr_waf configure

    When successful, the command places a VS solution in the lumberyard_version\dev\Solutions directory.

  4. Open the solution in Visual Studio. Find the Editor project. It should be located under Sandbox in Visual Studio's Solution Explorer.

  5. Right-click the Editor solution and click Set as StartUp Project.

  6. Build the your project. For more information, see Building Your Game Project.

  7. Ensure that the build completed successfully. Proceed to installing 3D audio plugins.

Lumberyard and Wwise are now configured to accept a 3D audio plugin. If the sound banks that your game loads were properly authored to take advantage of the plugin, they’ll work immediately. You do not need to perform any special steps in Lumberyard in order to use 3D sound banks instead of the regular sound banks.

To load 3D audio plugins and sound banks:

  • Paste the 3D audio plugin DLL (the same one that you would be using with the Wwise authoring tool) in the same directory as the editor or game executable.

    Wwise automatically loads the plugin.

    For debug builds, you can place the plugin in the lumberyard_version\dev\Bin64 (or Bin64vc140 or Bin64vc141) directory.