Wwise Key Features
Authoring Application
Intuitive User Interface
Wwise’s workflow-oriented interface enables game developers to increase productivity by:
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Sound Playback Behaviors
Create sophisticated sound designs easily using one or more of the following playback behavior options that are available right out-of-the-box:
- Random—plays a series of objects in a random order to avoid repetition.
- Sequence—plays a series of sounds in a particular order using playlists.
- Switch—determines which sounds to play based on a series of options or alternatives that exist in the game.
- Blend—plays a series of sounds simultaneously. Sounds and containers can be grouped into blend tracks where sound properties are mapped to game parameters using RTPCs. Cross-fades between sounds can also be applied based on the value of a game parameter.
Hierarchical Audio Structures
Build intricate audio structures to define behaviors and to control properties for groups of sounds. The object-based hierarchical project structure includes:
- A Master-Mixer™ hierarchy, which is a structure of mixing buses.
- An Actor-Mixer™ hierarchy, which is a structure of audio assets that includes Sounds, Containers, and Actor-Mixers.
- An Interactive Music hierarchy, which is a structure of music assets that includes Music Segments, Playlists, and Switch Containers.
Multi-Action Events Creation and Integration
2D/3D Positioning and Sound Propagation
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Attenuation Curve Editing
Simulate natural audio roll-off for 3D sounds with user-defined attenuation curves. With Wwise, you can:
Dynamic Audio Controls
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Create dynamic audio content by modifying audio properties in real time based on changes within the game. Wwise offers several tools for matching audio content to game action, including:
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Real-time Editing
Increase your productivity and enhance your creativity by auditioning and editing audio in real time in the context of the game.
Extensive Auditioning and Simulation Capabilities
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Audition objects and audio events at every phase of the game development process. In addition to testing ideas, creating prototypes, and developing proof of concepts, both in the audio authoring application and in game, you can mix and playback several audio objects asynchronously in real time using the Wwise Soundcaster™. This full-featured simulation environment allows you to control game syncs, such as States, Switches, RTPC’s, and Triggers, in real time opening up an endless realm of possibilities. |
Sound Playback Prioritization
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Effectively manage the memory and CPU usage in your game by prioritizing sounds using one or all of the following:
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Virtual Voice Management
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Save valuable processing power, memory, and bandwidth for streamed sounds by queuing inaudible sounds in a virtual environment. Several options exist, such as Play from beginning, Resume, or Play from elapsed time, to better manage voices returning from the virtual to the physical voice. |
Master Mixing Bus
Control the final audio output mix by modifying properties and applying effects to the top-level Master Control Bus. Final volume, pitch, and LFE levels can be adjusted and unwanted audio peaks can be removed using a peak limiter, all at the final gain stage of the sound engine.
Profiling Capabilities
Profile and troubleshoot the overall performance of the audio in game by capturing and logging a wide-range of information sent directly from the game, including:
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SoundBank Creation and Content Management
Simultaneous Multi-Platform Editing
Simplify the creation of multi-platform games by using a single project to manage and generate the audio content for games on each target platform. The contents of a project can be adapted to take full advantage of the strengths of each platform by:
- Customizing property values per platform.
- Including/excluding sound assets per platform.
- Customizing asset conversion settings per platform.
- Having platform-specific elements seamlessly integrated into the Wwise authoring application.
Localization Management
| Easily manage the localization of all audio files in one project. Simply import and apply volume offsets to localized audio assets, in batch or individually. |
Interactive Music System
Create dynamic, game-driven musical scores using Wwise’s comprehensive and sophisticated Interactive Music feature set. With Wwise, you can:
Dynamic Dialogue System
Randomization of Sound Properties
Enhance the realism of sounds within the game by applying Randomizers™ to the different property values of an object, including volume and pitch.
Multi-Editing Capabilities
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Modify sound properties and behaviors for several Wwise objects at the same time using the Multi-Editor. |
Voice Asset Importer
Project Integrity Report
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Troubleshoot your project by generating an Integrity Report. Over forty integrity cases are checked as part of this report, displaying information and suggestions about how to deal with any issues. |
Project Schematic View
Quick and Powerful Search Options
Find elements within your project quickly and easily using any one of Wwise’s search options:
Rendered Effects
Render inserted effects before they are packaged into SoundBanks. This results in a smaller memory footprint and reduces processing power during game play.
Workgroup Ready
Divide up a single project into separate parts so that different members of your team can work on different parts of the project simultaneously. Each part of the Wwise project, including media assets, can be easily managed by your existing source control application.
Source Control Support
Sound Engine
Effect and Source Plug-in Support
Real-time Effects Processing
Process a wide range of audio effects in real time. All effects have been optimized for performance while maintaining a high standard of audio quality.
Disk I/O Streaming
The completely open and scalable disk I/O architecture in Wwise offers a total solution for managing extremely demanding audio streams. Using the disk I/O manager, you can handle and schedule any type of stream required for a game, including graphics and AI, based on a priority management system. The disk I/O manager in Wwise can also be easily replaced with other I/O technology, if desired.
Environmental Effects
Create a rich audio experience using environmental effects to instantiate reverb effects for every area created in your game. Wwise manages these environments and processes the sound sources with the correct reverb settings, allowing for smooth transitions between game areas. The number of simultaneous environments running in your game is limited only by the amount of memory and CPU that you want to allocate for this functionality.
Occlusion/Obstruction Support
Multi-Listener Support
Instantiate, manage, and customize the audio captured by multiple listeners for split-screen multiplayer console games as well as for more complex implementations, such as sounds captured from a surveillance camera in a single-player stealth game.
Simulate Game Environment
Start testing your prototypes early in the development cycle by using the Game Simulator; a LUA-based script interpreter that gives you access to all of the functionalities of the sound engine. The Game Simulator makes it easy to validate sound behaviors and profile the performance of your audio content on each platform even before the integration of Wwise into your game engine.
Interface between Wwise and World Builder Applications (SoundFrame)
Use the SoundFrame API to integrate Wwise functionality directly into any 3rd party world building application, including Unreal Editor (UnrealEd), Maya®, 3ds Max®, or internal proprietary tools.