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class_a_k_1_1_i_ak_stream_mgr-members
Wwise SDK
GetStreamMgrProfile()=0AK::IAkStreamMgrpure virtual m_pStreamMgrAK::IAkStreamMgrprotectedstatic PinFileInCache(AkFileID in_fileID, AkFileSystemFlags *in_pFSFlags, AkPriority in_uPriority)=0AK::IAkStreamMgrpure virtual RelocateMemoryStream(IAkAutoStream *in_pStream, AkUInt8 *in_pNewStart)=0AK::IAkStreamMgrpure virtual UnpinFileInCache(AkFileID in_fileID, AkPriority in_uPriority)=0AK::IAkStreamMgrpure ...
Additional Spatial Audio Features
Wwise Unity Integration
WAQL "search" request based on the parameters and enqueues a WAAPI command....Definition: AkWaapiUtilities.cs:665 AkEnvironment.AkEnvironment_CompareByPrioritySorts AkEnvironments based on their priorities.Definition: AkEnvironment.cs:73 AkEvent.transitionDurationfloat transitionDurationDuration of the fade, in milliseconds. See AK::SoundEngine::ExecuteEventOnAction().Definition: AkEvent.cs:86 AkSpatialAudioEmit ...
Variables
Wwise SDK
Wwise SDK 2024.1.4 - _ - __ImageBase : GUIWindows.h - a - adtlChunkId : AkWavDefs.h AK_DEFAULT_BANK_IO_PRIORITY : AkTypes.h AK_DEFAULT_BANK_THROUGHPUT : AkTypes.h AK_DEFAULT_POOL_ID : AkTypes.h AK_DEFAULT_PRIORITY : AkTypes.h AK_DEFAULT_SWITCH_STATE : AkTypes.h AK_FALLBACK_ARGUMENTVALUE_ID : AkTypes.h AK_FLOAT : AkCommonDefs.h AK_INT : AkCommonDefs.h AK_INTERLEAVED : AkCommonDefs.h AK_INVALID_AUDIO_O ...
Read
Wwise SDK
Wwise SDK 2024.1.4 AKIAkStdStream ◆ Read() virtual AKRESULT AK::IAkStdStream::Read ( void * in_pBuffer, AkUInt32 in_uReqSize, bool in_bWait, AkPriority in_priority, AkReal32 in_fDeadline, AkUInt32 ...
Write
Wwise SDK
Wwise SDK 2024.1.4 AKIAkStdStream ◆ Write() virtual AKRESULT AK::IAkStdStream::Write ( void * in_pBuffer, AkUInt32 in_uReqSize, bool in_bWait, AkPriority in_priority, AkReal32 in_fDeadline, AkUInt32 ...
Raytracing Engine Geometry Guide
Wwise SDK
Whenever one of these tasks needs to be performed, it is placed in a priority queue for further processing instead of being executed immediately. The tasks in the queue are then executed over the number of frames specified in the load balancing spread setting. Load Balancing Use Cases There are several ways to tweak spatial audio performance: you can apply a CPU limit, change the order of reflection ...
IAkVoicePluginInfo
Wwise SDK
More... virtual AkPriority GetPriority () const =0 virtual AkPriority ComputePriorityWithDistance (AkReal32 in_fDistance) const =0 Protected Member Functions virtual ~IAkVoicePluginInfo () Virtual destructor on interface to avoid warnings. More... Detailed Description Voice-specific information available to plug-ins. Definition at line 218 of file IAkPlugin.h.
Limiting object playback instances
Wwise Help
Hierarchy objects and their children;Limiting the overall number of instances that can pass through a bus; orLimiting the overall number of instances in the entire game.When a limit is reached, Wwise uses the priority setting of the object to determine which one to discard based on the selected behavior to adopt when the limit is reached. If objects have equal priority, you have the option to discard ...
Advanced category
Wwise Help
You may also use bus ducking, Set Voice Volume Actions, States, or RTPCs to clean up your mix.Playback limit, priority, and under volume threshold behavior Playback limits used on sound structures help you limit the number of sounds playing at the same time, either per game object or globally as specified in the Actor-Mixer and Interactive Music hierarchies. (In the Master-Mixer Hierarchy ...
Advanced category: music objects
Wwise Help
.../Project Explorer/Audio tab/Interactive Music Hierarchy/Common tabs and categories: music objects
The properties in the Advanced category for music objects located in the Interactive Music Hierarchy include a series of controls that allow you to define the advanced playback behaviors of your music objects. You can define the number of instances that can be played simultaneously per game object, specify the playback priority of each sound object, and determine whether the music ...
The properties in the Advanced category for objects located in the Actor-Mixer Hierarchy contain a series of controls that allow you to define the advanced playback behaviors of your sound and motion objects. You can define the number of instances that can be played simultaneously per game object, specify the playback priority of each object, and determine whether object will continue ...
Using AkEnvironment and AkEnvironmentPortal from the Inspector
Wwise Unity Integration
The AkEnvironment component has the following properties, accessible in the Inspector: Priority: Defines the priority of an environment. The smallest number (0) has the highest priority. If a game object is inside more than four environments, only the four environments with the highest priorities are active (if the Default and Exclude Others flags are not set). Default: A default environment is active ...
Configuring the Transition Segment
Wwise Interactive Music
To eliminate any conflict, transitions at the bottom of the list take priority over those that are higher in the list. Because the Any to Story transition is lower in the list, it takes priority and the result is that the cymbal swell transition segment would be used instead of the custom Explore to Story music you configured on the tenth line. To rearrange the priority ...
Playback Limiting and Virtual Voice
Wwise Performance Optimization
Limit sound instances to: check box, and set a global limit of 3. To control which of the Evil Heads Wwise should prioritize, we’ll also change a few priority settings. The charge is super important to hear, as this indicates a harmful attack in close proximity. Secondly, the priority needs to scale by distance so that Wwise knows it’s the closest ...
Geometric Room Distance on Direct Paths
Wwise SDK
Zone is omitted of it's parent, and the distance measured to the parent room increases as the listener travels deeper into the Reverb Zone. Room Priority determines which rooms are inner rooms and which ones are outer rooms. If Room Priority is not set, or two rooms have the same priority, then when rooms overlap, the one with the smaller volume is considered to be inside of the larger one. We recommend ...
New Features Overview 2023.1
Wwise SDK
Now, you can assign a priority number to each Room, and the priority system determines the correct Room to assign. If an object is inside several Rooms at the same time (for example, when a Room is inside another Room), the assigned Room is always the one with the highest priority or the innermost Room (according to the result of the ray casting) if priorities are the same. Furthermore, the API now ...
AkStreamData
Wwise SDK
Wwise SDK 2024.1.4 List of all members | Public Attributes AkStreamData Struct Reference Stream statistics. More... #include <IAkStreamMgr.h> Public Attributes AkUInt32 uStreamID Unique stream identifier. More... AkUInt32 uPriority Stream priority. More... AkUInt64 uFilePosition Current position. More... AkUInt32 uTargetBufferingSize Total stream buffer size (specific ...
AkThreadProperties
Wwise SDK
Wwise SDK 2024.1.4 List of all members | Public Attributes AkThreadProperties Struct Reference #include <AkPlatformFuncs.h> Public Attributes int nPriority Thread priority. More... SceKernelCpumask dwAffinityMask Affinity mask. More... size_t uStackSize Thread stack size. More... int uSchedPolicy Thread scheduling policy. More... AkInt32 nPriority Thread priority.
Advanced category: Audio Busses
Wwise Help
You can select one of the following options: Kill voice for lowest priority: Stops playing instance with the lowest priority. When an object is killed, a small fade out of a few milliseconds is performed.Use virtual voice settings for lowest priority: Sets the sound with the lowest priority to adopt its virtual voice behavior. Refer to the Virtual voice behavior section in this table. Keep in ...
Using AkRoom from the Inspector
Wwise Unity Integration
Typically, lower transmission loss is appropriate for thin walls, while higher transmission loss is appropriate for thicker, more solid walls. Priority: Sets the priority number of a room to be chosen for AK::SpatialAudio::SetGameObjectInRoom() when a game object is in more than one room. Note that the larger number is deemed the higher priority. For example, the room with Priority 2 would be used ...