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Optimize processing
Wwise Fundamentals
Instances, set the Sound Instance Limit to 4, and then set the Limitation Scope to Globally. Now you'll give sounds a priority according to how important they are to the player's experience. This way, when the sound engine must kill voices, it doesn’t silence essential sounds, like player dialogue or music. In the Project Explorer, collapse the Magic Actor-Mixer.
Using Reverb Zones
Wwise SDK
AK::SoundEngine::GetIDFromString("Outdoors_Reverb"); // Name of the auxiliary bus, defined in Wwise Authoring. paramsRoom.RoomPriority = 1; // We want "Outdoors" to have the lowest priority. AK::SpatialAudio::SetRoom( AK::SpatialAudio::kOutdoorRoomID, // Outdoors has a special reserved ID paramsRoom, "Outdoors"); Define a shape for the Reverb Zone. In this example, the shape is a simple box.
Room Containment
Wwise SDK
Wwise uses a priority system to disambiguate these cases: Rooms whith the highest priority are always assigned first (refer to AkRoomParams). If two or more Rooms share the same priority, Wwise tries to assign the innermost room if possible.
Defining Custom Properties
Wwise SDK
Ready"> <DefaultValue>false</DefaultValue> <AudioEnginePropertyID>2</AudioEnginePropertyID> </Property> <Property Name="MyCompany:MyPriority" Type="int32" DisplayName="My Priority"> <DefaultValue>50</DefaultValue> <AudioEnginePropertyID>6</AudioEnginePropertyID> <Restrictions> ...
... "string", "description": "The name given to the stream." }, "fileSize": { "type": "integer", "description": "The size of the file being streamed." }, "filePosition": { "type": "number", "description": "The position of the stream within the file, given as a percentage." }, "priority": ...
ak.wwise.core.profiler.getVoices
Wwise SDK
Possible values: pipelineID playingID soundID gameObjectID gameObjectName objectGUID objectName playTargetID playTargetGUID playTargetName baseVolume gameAuxSendVolume envelope normalizationGain lowPassFilter highPassFilter priority isStarted isVirtual isForcedVirtual Options Schema Result Name Type Description return * array Array of voices. return [...] object Voice item.
Release Notes 2023.1
Wwise SDK
A new member, AkRoomParams::RoomPriority, has been added to AkRoomParams. It is used by the internal Room containment algorithm to determine which Room to assign to a Game Object when it is physically located inside two Rooms (for example, a Room inside another Room). In this case, the room with the higher priority is assigned. WG-59684 Clicking the Display options button in the Capture Log, Audio ...
What's New in 2009.1
Wwise SDK
WG-13787 New feature allowing to set a memory threshold to start kicking voices when the memory level becomes critical, using priority to kick the lowest priority voice currently playing. See: AkInitSettings and AkPlatformInitSettings. WG-13966 Random Sequence containers in Step mode will now default on another element of the playlist if not all of them were loaded. Introduced in 2008.4 Patch 1 WG-13225: ...
GetPriorities
Wwise SDK
Wwise SDK 2024.1.4 AKIAkPluginServiceAudioObjectPriority ◆ GetPriorities() virtual void AK::IAkPluginServiceAudioObjectPriority::GetPriorities ( AkAudioObject ** in_ppObjects, AkUInt32 in_uNumObjects, AkPriority * out_pPriorities ) pure virtual ...
IAkPlugin.h
Wwise SDK
More... class AK::IAkPluginServiceAudioObjectPriority class AK::IAkPluginServiceMarkers Interface for the markers service. More... class AK::IAkPluginServiceMarkers::IAkMarkerNotificationService class AK::PluginRegistration Namespaces namespace AK Definition of data structures for AkAudioObject. Macros #define AK_FLOAT_TO_SAMPLETYPE(__in__) (__in__) This function can be useful ...
Wwise Unreal Components
Wwise Unreal Integration
If there is volume overlap, a Priority property determines which Auxiliary Busses the target AkComponent is routed to. A temporal fade in/out Effect is applied to the level of the Auxiliary Bus when entering/exiting a AkReverbVolume. If an Ak Late Reverb Component is active on an actor that also has an AkRoomComponent, the Late Reverb Component is disabled and reverb is handled by the AkRoomComponent ...
Release Notes 2023.1.0
Wwise SDK
A new member, AkRoomParams::RoomPriority, has been added to AkRoomParams. It is used by the internal Room containment algorithm to determine which Room to assign to a Game Object when it is physically located inside two Rooms (for example, a Room inside another Room). In this case, the room with the higher priority is assigned. WG-59684 Clicking the Display options button in the Capture Log, Audio ...
Prioritizing Audio Content
Wwise Performance Optimization
An Evil Head hovers with incredible speed towards the Adventurer, and she turns to yield a deathly swipe with her sword. She starts swinging but is suddenly interrupted by a Spit Bullet hitting her from behind. Numerous sounds were playing at the same time, unfortunately, the Spit Bullet had lower priority than the remaining voices and was therefore not played. The Adventurer is ...
Tips to Reduce Memory Usage
Wwise SDK
For example, do you really need to hear 50 bullet ricochets? If not, maybe limit those sounds to say 15. Note: You can set limits on busses as well. Priority (Advanced Settings). For example, bullets could be less important than dialog. This means that bullets would get kicked first if there are too many sounds. Use in conjunction with Playback Limits. Distance-based priority offset (Advanced Settings).
Deferred", "estimatedThroughput": 192000, "filePosition": 34.843780517578125, "fileSize": 2304044, "priority": 50, "referencedMemory": 65536, "streamName": "1517878592", "targetBufferSize": 38400 }, { "active": true, "bandwidthLowLevel": 235177, "bandwidthTotal": 235177, "bufferStatusBuffered": 100.0, "deviceName": "Win32 ...
Optimizing CPU usage
Wwise SDK
This allows the execution of other, possibly higher-priority game engine work on this thread. Note: Care must be taken when delaying the execution of the worker function or limiting the execution time of Sound Engine work, as this can lead to voice starvation. When integrating Sound Engine jobs into an existing job scheduler, it is recommended to treat audio rendering jobs as high-priority work. ...
ak.wwise.core.profiler.getStreamedMedia
Wwise SDK
The size of the file being streamed. return[...].filePosition * number The position of the stream within the file, given as a percentage. return[...].priority * integer The priority of the stream. return[...].bandwidthTotal * integer The rate at which the file was streamed in the last profiling frame. This value takes all transfers into account, including transfers that occurred from the Stream ...
Filter applied to the voice." }, "highPassFilter": { "type": "number", "description": "High-Pass Filter applied to the voice." }, "priority": { "type": "integer", "description": "Priority given to the voice.\\n Integer 8-bit.", "minimum": -128, "maximum": 127 }, "isStarted": ...
Important Migration Notes 2024.1
Wwise SDK
TargetOverride MIDI Target Random or SequencePlay Type Step or ContinuousPlay Mode Switch/StateDefault Switch/State Use Priority Distance FactorUse Offset Priority User Auxiliary Send 0User-Defined Auxiliary Send 0 User Auxiliary Send 1User-Defined Auxiliary Send 1 User Auxiliary Send 2User-Defined Auxiliary Send 2 User Auxiliary Send 3User-Defined Auxiliary Send 3 Virtual voice behaviorWhen ...
Release Notes 2017.2.2
Wwise SDK
WG-35934 Fixed: Playback priority of 2D sound affected by the distance-based priority offset. WG-35964 Fixed: Play followed by a direct play results in no sound for the direct play. WG-35981 Fixed: Rare crash in the music engine when unloading banks. WG-36216 (Switch) Added support for all controller modes for rumble. WG-36263 Fixed: (iOS, Mac) Audible clicks with Xcode 9.1. WG-36330 Fixed: Toolbar ...