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 2008.3
SoundBank Enhancements
Several new features have been implemented to further streamline the development production pipeline and to provide more control over SoundBank creation:
- A Game Syncs tab has been added to the SoundBank Editor that allows you to exclude switches, states, and triggers. When a game sync is excluded from a SoundBank, all object structures and media files that reference that game sync are excluded as well.
- An option has been added allowing you to import a definition file from the command line.
- An option has been added allowing you to specify which SoundBank will be generated from the command line.
- A "pre-generation step" that executes command line operations has been added and complements the "post-generation step".
SDK Enhancements
A series of new functionalities are now available through the SDK. Here's an overview of the major changes:
- A music timer is now exposed to developers (Bars and Beats).
- Game Objects’ MaxDistance can be queried.
- "Voice activity" on game objects can be queried.
- MaxNumber of an instance and Project Volume Threshold can now be modified at runtime.
- "Scaling Factor Attenuation" is now available per game object.
- Game objects can now have multiple positions.
- Environmental effects can now be positioned using speaker volumes.
- Speaker configuration can be queried for the Windows®, PLAYSTATION®3, and Wii™ platforms.