Wwise Gyms provides example projects and test suites for both Unity and Unreal Wwise integrations. The projects demonstrate integration patterns, feature usage, and serve as validation testbeds for the official Wwise middleware implementation in each engine.
The repository includes automated testing infrastructure, particularly for Unity Addressables integration, and supports the latest major Wwise version alongside the most recent three LTS versions of Unity and Unreal. Setup requires the Audiokinetic Launcher, Python 3 with NumPy for audio file generation, and proper Wwise integration into the target engine.
Primarily useful as a reference for integration developers, QA engineers validating Wwise functionality, or teams implementing complex Wwise features who need working examples to verify expected behavior.
UniversalTypes provides drop-in serializable wrapper types for Unity that abstract over multiple backends per field. UniversalSound lets a designer pick AudioClip, Wwise Event, or FMOD EventReference from the Inspector; the code path is gated by scripting defines that are auto-detected when the respective SDKs are present.
UniversalString wraps plain text, I2 Localization, and Unity Localization behind a single field with implicit string conversion, resolving the active backend at runtime. UniversalAsset<T> similarly unifies direct object references and Addressables asset references.
The package is UPM-installable via Git URL, has zero required dependencies, and works standalone in Unity 2022.3 LTS or later. Optional backends (Wwise, FMOD, Addressables, I2 Localization, Unity Localization) are opt-in and detected automatically via scripting defines.
A GDExtension-based integration that bridges Audiokinetic's Wwise audio middleware with Godot Engine. Provides native Wwise functionality through custom Godot nodes including AkEvent3D/2D, AkBank, AkListener3D/2D, AkState, AkSwitch, and spatial audio nodes for environments, geometry, rooms, and portals. Includes a Wwise Browser for querying the integrated Wwise project, generating SoundBanks directly in the editor, and an embedded IDs generator tool. Event callbacks are exposed as Godot Signals, and the profiler connection works in debug and profile builds.
Supports multi-platform deployment across Windows, macOS, Linux, Android, iOS, and experimental Web builds. The stream manager uses Wwise's default blocking I/O implementation with extensibility for custom I/O devices. Auto-Defined SoundBanks are supported, and per-platform Wwise configurations can be managed through Godot Project Settings. Plugin detection and export work across desktop and mobile platforms, including custom plugin support.
Aulos is a small, engine-agnostic audio middleware runtime (~1.3k lines of C++17) that handles everything a game needs after calling aul_play(): voice management and stealing, 3D panning and distance attenuation, Doppler, bus hierarchy, parameter curves, fades, and random variation. Sound behavior lives in a JSON bank — volume, rolloff curves, random pitch ranges — so designers can iterate without recompiles.
The library wraps miniaudio for device I/O and decoding. The C API is 20 functions; handles are generation-tagged so stale calls on finished voices are silent no-ops. A lock-free ring separates game-thread commands from the audio thread. Offline rendering mode lets you bounce to file or run deterministic tests.
Bindings are provided for Unity (P/Invoke + MonoBehaviours), Unreal (static lib behind a subsystem), Godot (GDExtension), and the browser (Emscripten AudioWorkletProcessor). The web build is bit-identical to native with resampling off. It is not a released product — no authoring GUI, no streaming — but the runtime is tested with 46 measured assertions.