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Game Engine Integration

Table of Contents


Introduction

Once your Wwise project is wired up with the Razer Sensa HD Haptics sink (see Razer Sensa HD Haptics Wwise Plugin), the same project can be integrated into Unreal Engine, Unity, or a custom C++ engine through Audiokinetic's standard Wwise integrations. This guide covers the extra steps needed to ship a PC build that drives Razer Sensa HD-compatible devices.

Note: Razer Sensa HD Haptics is supported on Windows x64 only. Console, macOS, Linux, and mobile builds will compile but will not produce haptic output.

Requirements

ItemRequirement
Build targetWindows x64
Wwise (authoring)2025.1.6+ with Motion and Razer Sensa HD Haptics installed
Wwise (engine integration)Exact same patch version as the authoring tool
Razer runtime (player)Razer Synapse 4 with the Chroma module installed
Razer Sensa device (player)Any Razer Sensa HD-compatible peripheral (controller, headset, chair, etc.)
Supported enginesUnreal Engine 5.x · Unity 2022 LTS / 2023 / Unity 6 · custom C++ via Wwise SDK

Note: Razer Synapse 4 is the user-space runtime that exposes Sensa-compatible devices to applications. The Chroma module is bundled with most Sensa device drivers and is required for full HD haptic playback. Without both installed on the player's machine, your game will run normally but haptic output is silently dropped.

Prerequisites

Before exporting to any engine, confirm that:

  1. The Wwise project routes through Motion Factory Bus → Razer_Sensa (see Motion Device).
  2. Both Motion (Audiokinetic) and Razer Sensa HD Haptics (WYVRN) are installed for the exact Wwise patch version your engine integration will use.
  3. SoundBanks have been generated for the Windows platform from your authoring tool.
  4. The events you intend to post are present in the generated SoundBanks (i.e. they're included in the SoundBank definition).

Unreal Engine

The Unreal integration applies to Unreal Engine 5.x using Audiokinetic's official Wwise plugin.

Install the Wwise integration

  1. Open the Audiokinetic Launcher → Unreal Engine tab.
  2. Select the Unreal project that will host the audio and click Modify Wwise in Project.
  3. On the next page, click Modify. The Launcher copies the matching Wwise SDK plus all installed third-party plugin DLLs — including Razer Sensa HD Haptics — into your project's Plugins/Wwise/ThirdParty/ tree.
  4. Re-generate Visual Studio project files (right-click your .uprojectGenerate Visual Studio project files) and re-open the project in the editor.
  5. In the Wwise Browser, refresh the project so Unreal sees the latest events and SoundBanks.
  6. Post events on Ak Audio Event actors as you would for any other Wwise content — the Sensa output is routed through the Motion Factory Bus automatically and surfaces on any connected Sensa device.

Generate SoundBanks for Windows

In the Wwise authoring tool, open the SoundBank Manager, select the Windows platform, and click Generate Selected. Then in Unreal, run Generate SoundBanks from the Wwise toolbar so Unreal mirrors the latest banks into Content/WwiseAudio/.

Packaging

When you cook a Windows build, the Razer Sensa HD Haptics DLL is automatically staged alongside the other Wwise third-party DLLs (under Binaries/Win64/ or the integration's Plugins/WwiseSoundEngine/ThirdParty/x64_vc170/<Configuration>/bin/ path). Verify after packaging that the Sensa DLL sits next to the rest of the Audiokinetic DLLs in the shipped build.

Note: The UE Wwise integration uses dynamic libraries by default. This is the supported configuration for Sensa — do not switch to monolithic / static linking.

Verify in a packaged build

Launch the packaged executable on a PC with Razer Synapse 4 + Chroma installed and a Sensa-compatible device connected. Posting any event routed through the Motion Factory Bus should produce haptic output on the device.

Unity

The Unity integration applies to Unity 2022 LTS, 2023, and Unity 6 using Audiokinetic's official Wwise package.

Install the Wwise integration

  1. Open the Audiokinetic Launcher → Unity tab.
  2. Select the Unity project that will host the audio and click Modify Wwise in Project.
  3. On the next page, click Modify. The Launcher installs the Wwise Unity Integration under Assets/Wwise/ and copies the third-party plugin DLLs (Motion, Razer Sensa HD Haptics) into Assets/Wwise/Deployment/Plugins/Windows/x86_64/.
  4. Re-open the Unity project and let Unity recompile.
  5. In the Wwise Picker, refresh so Unity sees the latest generated SoundBanks.
  6. Post events from your AkAudioListener / AkGameObj setup as you would for any other Wwise content.

Generate SoundBanks for Windows

In the Wwise authoring tool, open the SoundBank Manager, select the Windows platform, and click Generate Selected. In Unity, run Generate SoundBanks from the Wwise menu so Unity copies the latest banks into Assets/StreamingAssets/Audio/GeneratedSoundBanks/Windows/.

Build configuration

In File → Build Settings, target Windows / x86_64. Build the Player and verify that the Razer Sensa DLL is present under <BuildName>_Data/Plugins/x86_64/ next to the other Wwise third-party DLLs.

Note: When building from a fresh project, ensure the Unity Build target platform matches the Wwise platform used to generate SoundBanks (Windows). A mismatch will result in missing audio at runtime.

Verify in a packaged build

Launch the packaged executable on a PC with Razer Synapse 4 + Chroma installed and a Sensa-compatible device connected. Posting any event routed through the Motion Factory Bus should produce haptic output on the device.

Custom C++ (Wwise SDK)

For custom engines linking the Wwise SDK directly, follow the standard Audiokinetic SDK integration guide. In addition to the usual steps:

  1. Link or load AkMotionSink and the Razer Sensa HD Haptics plugin DLL at startup, before any haptic SoundBank is loaded.
  2. Register the Motion plugin via AK::SoundEngine::RegisterPlugin(...) (or AK_DECLARE_PLUGIN_AT_INITIALIZATION for static configurations).
  3. Stage the RazerSensaHaptics.dll (or platform equivalent) next to your executable in the shipped build.
  4. Confirm the Motion Factory Bus in your SoundBanks targets the Sensa sink — the runtime can't reroute audio devices on its own.

Runtime requirements on the player machine

To experience Razer Sensa HD Haptics, the player's PC must have:

  • Windows 10 / 11 (64-bit)
  • Razer Synapse 4 installed and running
  • The Chroma module installed (bundled with most Sensa device drivers; can also be installed standalone from Razer)
  • A connected Razer Sensa HD-compatible device (controller, headset, chair, mouse, etc.)

Note: Without Razer Synapse 4 + Chroma installed, your game will run normally but every haptic event is silently dropped. Consider checking for Synapse / Chroma at first launch and prompting the user to install it if missing.

Troubleshooting

  • No haptics on the player machine. Verify Razer Synapse 4 is running, the Chroma module is installed, and the Sensa device appears in Synapse's connected-devices list.
  • DLL missing at runtime. Check the packaged build for the Razer Sensa HD Haptics DLL alongside the other Wwise third-party DLLs. If missing, re-run the Audiokinetic Launcher's Modify Wwise in Project step and re-package.
  • Project Load Log warnings in the engine's editor. Install the matching Razer Sensa HD Haptics build for the exact Wwise patch version used by the integration. See Project Setup.
  • Audio plays but haptics don't. Confirm the Motion Factory Bus's Audio Device is set to Razer_Sensa, not Default_Motion_Device. The Authoring Preferences override does not carry into runtime builds — it must be set on the bus itself.
  • Haptics work in editor but not in packaged build. Make sure SoundBanks were generated for the Windows platform and that the Sensa DLL was staged alongside the other Wwise DLLs.
  • Wwise version mismatch. The integration's Wwise version must match the authoring tool exactly (patch level included). A mismatch is the most common cause of silent plugin failures.