Documents
Documents

Interactive Music Articles

Louis-Xavier Buffoni, one of our software engineers, published the Interactive Music feature set in Wwise on gamesounddesign.com.

In addition, gamesoundesign.com also published Dynamic Music Creation Using Wwise in which Buffoni explains his creative process for working on a sample project in Wwise.

Side-Chaining Tutorial

This tutorial shows you how to setup side-chaining in Wwise.

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Note: The tutorial is also available as a YouTube Video.

Side-Chaining under the Environmental Bus

This document explains how to setup side-chaining in Wwise under the Environmental Bus.

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Wwise Getting Started Guide

This document introduces game developers to various resources designed to kick start their projects or to simplify the evaluation process.

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Wwise Fundamentals

This document introduces game developers to some of the important concepts and terminology used in Wwise.

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Unreal 3 / Wwise Integration Overview

As a member of Epic’s exclusive Integrated Partners Program (IPP), Audiokinetic provides an integration that allows developers and publishers licensing UE3 to easily integrate Wwise into their development pipeline. By integrating the most complete audio pipeline solution into the Unreal 3 engine, you can create state-of-the-art audio faster and more efficiently for your games.

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Wwise Motion Factsheet

Wwise Motion from Audiokinetic allows you to create game motion (controller rumble) using the same tools and workflow as your game audio. Built on the industry’s only complete audio pipeline solution, Wwise Motion allows you to easily create, customize, and manage motion in your game.

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Force Feedback Whitepaper

For years, game developers have been pushing the envelope, first in terms of graphics and then in artificial intelligence and audio. Having already pushed the boundaries in those areas, game developers are now looking for other ways to engage game players and create a truly immersive experience. One such area that has yet to be fully exploited is tactile sensation.

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