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If I do get it to work, then when I drag the event into the mixer as part of a session, then it automatically goes back to playing the full sound file, and not selected part of the file that is associated with the event. If i then go back to the event, the event now also plays the full source file and not the selected part of it that it had been playing prior to being dragged into a session. Please ...
Game: Overwatch Wwise Tour 2016 - Audio in Overwatch by Blizzard Entertainment. Filmed in Montreal on June 20th 2016 at Centre Phi. Presented by Scott Lawlor, Project Audio Director at Blizzard Entertainment and Tomas Neumann, Senior Software Engineer 2 at Blizzard Entertainment. Wwise by Audiokinetic. https://www.audiokinetic.com/ While the previous video, A Clear Mix, focused on showcasing how they ...
They, therefore, decided that the music needed to be perceived as a linear experience for the player. Technically, the music uses a mix of States and Switches. These States control day/night cycles, generic combat, and Gwent tracks, while the Switches control dialogue music, cut-scene cues, custom gameplay, and boss combats. RTPC?s are also used for exploration vs. threat music. Marcin explains ...
Click 01:14:50 Compositional Process: Approaches to Prepared Materials for Recording 01:16:40 Auditioning the Material: Initial Mix, Implementation, and In-Game 01:23:13 Music System: Reducing the Media Footprint 01:25:19 Music System: Pushing towards the limitations of your tools 01:28:56 Music System: Cutscenes and Music Re-use (Wwise) 01:34:52 Expressing what the game is saying with music 01:39:28 ...
Scalable Audio in Hyper Light Breaker: Crafting the Soundscape of Procedurally Generated Worlds
Videos
Multi-Positioned Audio 01:59:16 (Video) The Machine What Eats Sound 02:01:27 Scalable and Modular Wwise Project 02:18:53 Actor-Based Mix Structure 02:24:58 Q&A Break 02:36:38 (Video) Sidechaining 02:40:00 Flexible Sidechaining 02:48:33 Audio That Adapts 02:49:38 Followup Q&A 03:07:13 Wrap Up --- Audiokinetic: https://www.audiokinetic.com/ Audiokinetic Blog: https://blog.audiokinetic.com/en/ ...
The world of Baldur's Gate 3 is alive with music, ambience, and spells, but sometimes, these sound categories can clash. When traditional volume-based ducking led to a chaotic "EDM-like" mix where nothing felt clear, Matheus reveals how the team moved beyond simple volume manipulation, and to a frequency-based side-chaining approach. By carving out specific frequency ranges when critical sounds (like ...
Matheus takes us into the Baldur's Gate 3 Wwise project and shows us a live, step-by-step demonstration of achieving frequency-based clarity. He walks through a real example setup for removing bass frequencies from Ambience when detecting bass in Spells, showcasing how the audio team ensured that the full impact was able to punch through the mix. Discover More: This video is part of our special "Baldur's ...
Parametric EQ 00:52:43 Dynamics - Parametric EQ 00:55:47 In-line Audio Signal - Parametric EQ 00:56:19 Presentation - Sidechain Mix 01:21:14 Walkthrough - Compressor Side-chaining 01:25:15 Walkthrough - Parametric EQ Side-chaining 01:32:50 Summary - Side-chaining 01:42:34 CPU Timeline 01:45:59 Plug-in Code Additions 01:56:37 Summary - Wwise 2025.1 Beta 3 01:58:07 Wrap Up --- Want to learn more about ...
Wwise 2010.1.3 Now Available Wwise 2010.1.3 is now available for download (released on September 14, 2010). It contains a few bug fixes over version 2010.1 which was packed with many new exciting features, including: Mixing Desk (see the new video tutorial) External Sources New “Seek” Event Action Multiple levels of sub-mixing Conversion ...
Wwise 2010.1.2 Now Available Wwise 2010.1.2 is now available for download (released on August 5, 2010). It contains a few bug fixes over version 2010.1 which was packed with many new exciting features, including: Mixing Desk (see the new video tutorial) External Sources New “Seek” Event Action Multiple levels of sub-mixing Conversion ...
Interactive audio is playing a key role in providing added realism and immersion for virtual training solutions, within the virtual, augmented and mixed reality spaces. “We see demand for interactive audio expanding from gaming, to a wide range of other related technologies,” said Martin H. Klein, President and CEO of Audiokinetic. “Simulation and training solutions such as Virtual Attain® are ...
Kristiansson (Audio Programmer), and Anne-Sophie Mongeau (Senior Sound Designer) explore their approach to split screen, the mix, the sound design, the performance, and the music. This interview brings to light the technical solutions that enabled them to deliver a high-quality audio experience while setting new standards for audio in games that fall within the same category. Split Screen Can you ...
Random containers were duplicated in several structures in the Actor-Mixer Hierarchy. If you wanted to turn down surface sweeteners, you had to look in 17 different places. This allowed us to be very flexible in how they were mixed, but ultimately made mixing efficiently impossible.For Jurassic World Evolution 2 we wanted to have everything in one work unit, which was easy to maintain and less prone ...
Raptidon run rhythm Mantisaur attack rhythm IMPLEMENTATION & TUNING Sound Object Structure We organized our creature Actor-Mixers by creature sound type which allowed us to have very granular control over important parameters like Priority and Voice Limiting. We also used slightly different Positioning settings on each mixer. For instance, foley sounds used relatively tighter attenuation ...
Wwise 2012.2 Now Available Wwise 2012.2 is now available for download (released on September 5th, 2012). This new release focuses on new features, workflow enhancements, performance and bug fixes. Here is an overview of some of the new features. Auxiliary Busses and Sends Volumes Objects from the Actor-Mixer and the Interactive Music hierarchies can now send a ...
When delivering sound for a film, delivering a Pro Tools session for the length of the film that then goes to mixing is the standard. For games, there’s the big additional task of implementation where the sounds are integrated into the game engine so that they get triggered correctly throughout the game. Game audio sound designers may or may not have the task for integrating the sounds, and may create ...
Using the same implementation tool in multiple projects allows us to use similar approaches such as dynamic mixing, packaging assets (SoundBanks), templates and presets. Since we’ve been using Wwise as our go-to middleware for a while now, we maintain a template Wwise project in a repository as a blank(ish) project to use as a basis for any new project. The template project has certain settings to ...
Mixing audio for VR & AR games and experiences can be tiresome. In this blog, we'll provide the first insights into Dear Reality's upcoming solution, dearVR SPATIAL CONNECT for Wwise, which facilitates gesture control of Wwise in game engines like Unity. About Dear Reality At Dear Reality, we are working on immersive audio solutions to make spatial audio mixing less technical and ...
Since the sounds are all going through the same bussing structure regardless of color, all the dynamic mixing is maintained. Is it interesting to total up the possible combinations of sounds for a single saber? OC: Each lightsaber is made up of around 20 unique swing articulations with about 6 variations each, an idle loop, and on and off sound with about 4 variations. So, in total, about 130 individual ...
In the Actor-Mixer setting panel,the "Use Game-Defined Auxiliary Sends" should be checked to activate the reverb FX with AkEnvironment.