Updated status of backwards compatibility support: Lumberyard 1.18 supports Wwise 2018.1.X is backwards compatible to Wwise 2017.2.X. Lumberyard 1.18 removes support for Wwise 2016.X.X. Follow these instructions to configure Lumberyard for a 2017 version of Wwise (including Wwise LTX from previous versions of Lumberyard). *** The instructions that follow assume Wwise version 2017.2.4.6590 *** Steps to configure backwards compatibility to Wwise 2017: 1) Install Wwise 2017 locally via Wwise Launcher. Be sure to select the 'SDK (C++)' option and deployment platforms as needed, especially Windows Visual Studio 2015/2017. Make note of the installation directory. 2) Create a folder for this version in the 3rdParty directory, e.g. \3rdParty\Wwise\2017.2.4.6590 3) Copy the 'SDK' folder from the Wwise install location in step 1 to the 3rdPaty path in step 2. 4) Navigate to \dev\Gems\AudioEngineWwise\Code\ (same directory as this README file). 5) Open the 'wscript' file for edit. If your wwise_flavor is 'WWISE', change it to 'WWISE2017' If your wwise_flavor is 'WWISELTX', change it to 'WWISELTX2017' Save the file. 6) Open \dev\SetupAssistantConfig.json for edit. If your wwise_flavor is 'WWISE2017', search for 'wwiseName' and replace that section with the following: { "identifier" : "wwise", "name" : "wwiseName", "version" : "2017.2.4.6590", "source" : "Wwise/2017.2.4.6590", "optional" : 1, "description" : "wwiseDescriptionSummary", "detailedInstructions" : "wwiseDetailedInstructions", "roles" : ["compilegame", "compileengine", "compilesandbox", "compileandroid", "compileios", "setuplinux"], "hostOS" : ["windows", "macOS", "linux"], "symlinks" : [ { "source" : "Wwise/2017.2.4.6590/SDK", "destination" : "$CODEFOLDERNAME$/SDKs/Wwise", "exampleFile" : "include/AK/AkWwiseSDKVersion.h" }, { "compilers" : ["vc140"], "source" : "Wwise/2017.2.4.6590/SDK", "destination" : "$CODEFOLDERNAME$/SDKs/Wwise", "exampleFile" : "x64_vc140/Release/lib/AkSoundEngine.lib" }, { "compilers" : ["vc141", "vc142"], "source" : "Wwise/2017.2.4.6590/SDK", "destination" : "$CODEFOLDERNAME$/SDKs/Wwise", "exampleFile" : "x64_vc150/Release/lib/AkSoundEngine.lib" } ] }, If your wwise_flavor is 'WWISELTX2017', search for 'wwiseLtxName' and replace that section with the following: { "identifier" : "wwiseLtx", "name" : "wwiseLtxName", "version" : "LTX 2017.2.4.6590", "source" : "Wwise/LTX_2017.2.4.6590", "optional" : 0, "description" : "wwiseLtxDescriptionSummary", "detailedInstructions" : "wwiseLtxDetailedInstructions", "roles" : ["compilegame", "compileengine", "compilesandbox", "compileandroid", "compileios", "setuplinux"], "hostOS" : ["windows", "macOS", "linux"], "symlinks" : [ { "source" : "Wwise/LTX_2017.2.4.6590/SDK", "destination" : "$CODEFOLDERNAME$/SDKs/Wwise", "exampleFile" : "include/AK/AkWwiseSDKVersion.h" }, { "compilers" : ["vc140"], "source" : "Wwise/LTX_2017.2.4.6590/SDK", "destination" : "$CODEFOLDERNAME$/SDKs/Wwise", "exampleFile" : "x64_vc140/Release/lib/AkSoundEngine.lib" }, { "compilers" : ["vc141", "vc142"], "source" : "Wwise/LTX_2017.2.4.6590/SDK", "destination" : "$CODEFOLDERNAME$/SDKs/Wwise", "exampleFile" : "x64_vc150/Release/lib/AkSoundEngine.lib" } ] }, Save the file. 7) Run Setup Assistant and make sure your version of Wwise SDK is found. Wwise LTX is listed in the 'Install required SDKs' page Wwise full version is listed in the 'Install optional SDKs' page. 8) Run 'lmbr_waf configure', make sure there are no errors. Once that's done, build the engine again. 9) For teams using source control, the Wwise 2017 SDK files staged to 3rdParty (step 3) should be added to your depot. Also all files modified (steps 5-6) should be submitted to your depot.