Wwise® – WaveWorks Interactive Sound Engine® – is the industry's only complete audio pipeline solution. Designed to suit your workflow, Wwise features the tight integration of an advanced audio authoring tool and a robust sound engine.

Because it allows you to prototype new projects right out-of-the-box, is workgroup ready, and is easily integrated into next-generation game engines, Wwise helps save time and money across the audio production of any game title.

By addressing the specific needs of both audio programmers and sound designers, Audiokinetic has created the ideal solution for all of today's game development pipelines.

Click here to download a PDF overview of Wwise.

“Day after day, we realize that Wwise has got absolutely everything we need. It’s all there and totally straight forward.”

—Robin Beanland, Head of Music, Rare Ltd.

New in 2009.3

Many new features have been added since the last version of Wwise. The following list highlights the major improvements that have been made for this version.

McDSP Effects

Two new effects from McDSP are now available in Wwise:

  • FutzBox Lo-Fi Distortion effect—a distortion and noise generator plug-in that creates low fidelity signals from otherwise well recorded audio tracks. FutzBox is perfect for simulating communication devices, radios, and televisions.
  • ML1 Mastering Limiter effect—a mastering limiter that uses a flexible brick wall look-ahead design coupled with multiple stages of limiting for superior peak detection.  The unique Knee and Mode controls allow the ML1 to handle any kind of material with a variety of responses ranging from transparent to aggressive.

Note:The McDSP effects are available in all versions of Wwise, however, they require a separate license, unless they were purchased as part of the Wwise Power Pack bundle. To purchase a license for the McDSP plug-ins, contact the Audiokinetic sales team.

Wwise - General Enhancements

  • The Crossfade transition for Random and Sequence containers is now available in two varieties: one using constant amplitude and one using constant power.
  • Background Music option now available for PlayStation®3.
  • DTS support on PlayStation®3.
  • Folders can now be used to better organize the audio objects within actor-mixers.
  • Seeking within SFX and music segment objects is now available.

Dialogue Events

  • Two new buttons have been added to improve the worfklow for creating argument paths:
    • Add Generic Argument Path
    • Update Argument Path
  • Dialogue events now contain a new Mode option that determines how argument paths will be resolved. Previously Wwise always selected the argument path that was the ‘best match’, but a new ‘Weighted’ option is now available.
  • Probability and Weighting options have been added for further versatility.

Profiler Statistics

The new Profiler Statistics view displays statistical information about certain audio elements in your Wwise project or game. The first series of Queries that are available have been tailored for Dynamic Dialogue:

  • Argument Paths Used
  • Dialogue Events Added
  • Dialogue Events Distribution

Vorbis

  • Codebooks have been removed from the Vorbis file headers and moved to a decoder library resulting in less runtime memory usage, less space taken on DVD, and smaller prefetch loaded in RAM.
  • The 2kB alignment for non-XMA audio in SoundBanks on the XBox360 was unnecessary and has been removed.

File Packager

A new file packager has been created to improve the post SoundBank generation process. The following improvements and enhancements have been made:

  • Several packages can now be created.
  • Localization support.
  • Streamlined workflow for creating downloadable content.
  • Manual file ordering of SoundBanks and streamed files within a package is now available to optimize disc seeking.
  • The File Packager is accessible through the post-generation SoundBank command line.

Wwise Introduction Wwise Solution Overview Wwise Key Features Wwise System Requirements Specifications Licensing