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Voice Limits
Wwise Performance Optimization
Each audio structure in Wwise can have its own playback limit. When the limit is reached, the priority settings decide which sounds to keep physical and which to send to virtual voice. Playback limits are exceptionally useful, when a certain feature has the possibility to trigger an unpredictable amount of voices and you want to make sure you won’t overstress the game performance. ...
Continue to Play
Wwise Performance Optimization
The Torch is at a lower priority than the Evil Spit Plant Shot sound, and so the Torch is sent to virtual (due to the Max Voice Instance limit of 2, already occupied by the Evil Spit Plants). The Wwizards voice is set to Continue to Play and so this voice continues unaffected by the limit.
Blending Waterfall
Wwise Performance Optimization
Playback Limit (y) to 1. As such, your Playback Limit will gradually reduce to 1, and you can use the priority settings to define which of the four voices is the most important in the Waterfall_Close Blend Container. These priorities have already been set, but you’re welcome to reassign values to your liking.
Verify Your Virtual Voices
Wwise Performance Optimization
You’ve now learned how to manage voices and control exactly when a sound is allowed to play or not. A great method to check your priority settings is by setting the Max Voice Instance Limit extremely low and listen to whether the correct sounds are prioritized while playing. Therefore, let’s now set the Max Voice Instances limit to 10. From the Project menu, select Platform Manager. ...
Evaluating Your Virtual Voice Behaviors
Wwise Performance Optimization
If your weapon impacts are inaudible, while the campfire sound is preserved, maybe your priority settings should be revisited. Let’s now test your Virtual Voice Settings in Unity. From the Audiokinetic menu, go to Certification > 251 > Lesson 3 and select Verify your Virtual Voices. In Wwise, connect the Profiler. Back to Unity, click Play. ...
Playback Limits
Wwise Performance Optimization
Playback limits can be used to constrain the amount of concurrent voices, and so reduce stress on the CPU. Like many other properties, the Playback Limit options can also be linked or unlinked on selected platforms. This allows you to clamp the amount of concurrent voices on platforms with less resources, while using priority settings to specify what voices are active. Let’s enable ...
Starvation
Wwise Performance Optimization
Only you and your team can make decisions on which elements are nice-to-have or too important to lose; optimizations are always a matter of priority.
One solution to this problem is to make a system that keeps track of each Trigger that the player enters by making a list of States to manage the priority of music themes collectively. With such a system we will know exactly how many Triggers the player is inside because it will count up the list of States whenever the player enters a Trigger. Once the player exits ...
Controls (RTPCs) Understanding listeners Understanding environments and game-defined auxiliary sends Understanding playback limit and priority Understanding virtual voices Understanding Triggers
When you use virtual voices, sounds move back and forth between physical and virtual voices based on whether their volume levels are under threshold, or whether the playback limit is exceeded and sounds are allowed to be virtual (as described in Understanding playback limit and priority). When the volume crosses the threshold set in Wwise Authoring, the voices are added to the virtual voice list and ...
Some virtual voices are killed when their priority falls under a certain threshold. When this happens, you might receive an error code from AK::SoundEngine::GetSourcePlayPosition(). You should always check the return value when calling AK::SoundEngine::GetSourcePlayPosition(). Dynamic pitch changes may result in slightly offset playback positions for a short period of time during the transition. See ...
Wwise SDK 2024.1.4 Streaming / Stream Manager Introduction Limited bandwidth often makes access to storage devices a bottleneck in games. Therefore, to keep data transfer requests orderly, game titles usually centralize access to I/O. This order is based on relative priority and consumer requirements relative to transfer size, throughput and latency. Audio is typically I/O intensive: ...
In such a case, you can Decrease target buffering; Decrease thread priority. If CPU spikes occur only when opening files, it may be because file opening takes a significant amount of time. Some platforms/disk devices are slow to return from fopen(). In such a case, defer file open (refer to Deferred Opening for more details). Reducing the I/O Pool Memory Usage Apart from reducing the number of streams ...
Playing a sound: Either the play fails or another playback with lower priority is stopped to free memory for the new one. Detecting Memory Problems When you use the Wwise Profiler, a warning notification is sent to the capture log for every allocation failure that occurs in the game. You can check this list of notifications to find out which memory categories were involved in reaching the memory ...
WG-43108: Playing the same sound on the same game object repeatedly while: using "offset priority by <X> at max distance", and the game object is in motion, and the number of sound instances is already over the specified limit can end up killing the newest or oldest inaccurately. This is a side effect of an optimization system that prevents the accumulation of new sound instances triggered by ...
... "playingID", "soundID", "gameObjectID", "gameObjectName", "objectGUID", "objectName", "playTargetID", "playTargetGUID", "playTargetName", "baseVolume", "gameAuxSendVolume", "envelope", "normalizationGain", "lowPassFilter", "highPassFilter", "priority" ...
Bus
Wwise SDK
GainReal640[ -200 , 200 ]trueAdditivetrue MaxDuckVolumeMaximum Ducking VolumeReal64-96[ -200 , 0 ]trueNonefalse MaxReachedBehaviorWhen Priority is Equalint160Possible values : Value Display Name 0Discard oldest instance 1Discard newest instance trueNonefalse MaxSoundPerInstanceSound Instance Limitint1650[ 1 , 1000 ]trueExclusivetrue MetadataMetadataList Possible types : Metadata     OutputBusHighpassOu ...
WG-75965 Fixed: (Spatial Audio) AKASSERT(priority >= 1) in AkOcclusionChecker.h. WG-76021 Fixed: "Virtual source failed becoming physical" error message when using streamed sound. WG-76047 Fixed: Event Actions Set LPF and Set HPF have no effect when executed from Wwise Authoring. WG-76083 Fixed: Crash when generating SoundBanks with a plug-in built using an earlier major version of Wwise. WG-76345 ...
WG-70120 Improved: Controlling priority with a Game Parameter using interpolation leads to erroneous decisions. There is still a possible delta but chances of occurrence are drastically reduced. WG-70157 Fixed: A large number of monitoring notifications can cause an audio drop when connected to a game. WG-70165 Fixed: Switch Containers with fade out on children sometimes leak voices. WG-70215 Fixed: ...
WG-70120 Improved: Controlling priority with a Game Parameter using interpolation leads to erroneous decisions. There is still a possible delta but chances of occurrence are drastically reduced. WG-70157 Fixed: A large number of monitoring notifications can cause an audio drop when connected to a game. WG-70215 Fixed: Infinite loop in Stream Manager when using PinEventToCache in low-memory conditions.