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AkEarlyReflections from the Inspector
Wwise Unity Integration
The early reflection auxiliary bus parameter specified on individual sounds takes priority over the value passed here. Reflections Volume Set an early reflections send volume for the current game object. It will be used to control the volume of the early reflections send. The component will call AK:SpatialAudio::SetEarlyReflectionsVolume() with the entered volume value. The value is combined with ...
GameObject's collider overlaps with the AkRoom component's collider, the GameObject is set in the room (if the room has a higher priority than the current room the GameObject is in). Scale the GameObject's collider accordingly. We recommend scaling it to 0. See also Spatial Audio in Unity Rooms and Portals Tutorial
Rooms and Portals Tutorial
Wwise Unity Integration
Make sure that the Room has a lower priority than the other AkRoom components of your scene. E. Portals and Reverb Sound emitted through Portals can also use the reverb from the Room the listener is in. We call this Room Coupling. Open the a room's Auxiliary Bus Property Editor and make sure Use game-defined auxiliary sends is checked in the General Settings tab. This sends the room's reverb to other ...
AkRoom
Wwise Unity Integration
More...   Public Attributes int priority = 0   AK.Wwise.AuxBus reverbAuxBus = new AK.Wwise.AuxBus()  The reverb auxiliary bus. More...   float reverbLevel = 1  The reverb control value for the send to the reverb aux bus. More...   float transmissionLoss = 1  Loss value modeling transmission through walls. More...   AK.Wwise.Event roomToneEvent = new AK.Wwise.Event()  Wwise Event to be posted on the ...
AkRoomAwareManager
Wwise Unity Integration
Wwise Unity Integration Documentation List of all members AkRoomAwareManager Class Reference This manager tracks the AkRoomAwareObjects and the AkRooms in which they enter and exit. More... Detailed Description This manager tracks the AkRoomAwareObjects and the AkRooms in which they enter and exit. At the end of the frame, the AkRoomAwareObject is set in the highest priority AkRoom ...
Class Members
Wwise Unity Integration
ParseRenameObject() : AkWaapiUtilities ParseSelectedObjects() : AkWaapiUtilities Post() : AK.Wwise.Event PostMIDI() : AK.Wwise.Event priority : AkRoom PublishHandler() : Wamp - q - QueueCommand() : AkWaapiUtilities QueueCommandWithReturnType< T >() : AkWaapiUtilities QueueCommandWithReturnWwiseObjects< T >() : AkWaapiUtilities QueueConsumed : AkWaapiUtilities - r - reflectAuxBus : ...
Variables
Wwise Unity Integration
MAX_ROOMS_PER_PORTAL : AkRoomPortal Mesh : AkSurfaceReflector - o - outerRadius : AkRadialEmitter - p - ParentRoom : AkReverbZone priority : AkRoom - q - QueueConsumed : AkWaapiUtilities - r - reflectAuxBus : AkSpatialAudioEmitter reflectionMaxPathLength : AkSpatialAudioEmitter reflectionsAuxBus : AkEarlyReflections reflectionsAuxBusGain : AkSpatialAudioEmitter reflectionsOrder : AkSpatialAudioEmitter ...
Wwise Unity Integration Documentation AkEnvironmentAkEnvironment_CompareByPriority AkEnvironment.AkEnvironment_CompareByPriority Member List This is the complete list of members for AkEnvironment.AkEnvironment_CompareByPriority, including all inherited members.
class_ak_room-members
Wwise Unity Integration
Wwise Unity Integration Documentation AkRoom Member List This is the complete list of members for AkRoom, including all inherited members. GetID()AkRoominline priorityAkRoom RemoveReverbZone()AkRoominline reverbAuxBusAkRoom reverbLevelAkRoom roomToneAuxSendAkRoom roomToneEventAkRoom SetReverbZone(AkRoom parentRoom, float transitionRegionWidth)AkRoominline transmissionLossAkRoom ...
Packaging Wwise Assets as Bulk Data
Wwise Unreal Integration
Wwise assets that contain the text "Footstep*" (the asterisk is a wildcard operator), or in other words the various footstep sounds used throughout the Unreal project. Ordering and Priority The Libraries used for cooking Wwise UAssets as BulkData list is ordered. The first library in the list overrides all items below it, the second library overrides the items below it, and so on. You can therefore ...
Rooms and Portals
Wwise Unreal Integration
If the rooms overlap, the room with the highest priority is chosen. When working with rooms and portals in the level editor, be sure to set the viewport to Realtime so that the portal visualisations are updated correctly as you move portals. Verify your Setup Start the scene and stay at the start location. When playing the events on the emitters inside the rooms, you should be able to hear them.
WwiseFileHandler Module
Wwise Unreal Integration
They don’t have the same Unreal thread-local data, the stack size is different, and the priority might be different. Because of this, many Unreal operations will fail, such as Stats gathering. Filename-Based Location Resolver Most Open operations in the Location Resolver are performed based on a Short ID stored in the various maps. Opening files based on a file pathname is not supported by the Integration.
WwiseProcessing Module
Wwise Unreal Integration
They don’t have the same Unreal thread-local data, stack sizes are different, and priority might be different. Use this option with caution. <Location>Game: The recommended method for user interface tasks, in which the callback must be executed on the Game Thread.
Release Notes 2021.1.2.7629.2025
Wwise Unreal Integration
Community-Reported Bugs Performance Changes WG-54411 Improved Editor load times. Miscellaneous Changes WG-53918 Changed the priority of the AkEvent property in AkRoomComponent such that it appears closer to the other properties in the Details panel. WG-54267 Increased the Unreal Demo Game Monitor Queue Pool Size. Bug Fixes WG-54115 Fixed: Crash when Spatial Audio components are added to Blueprint ...
You'll also learn how to assign a priority to your sounds, so the most important sounds are never compromised. By completing this module, you'll gain the following skills: Profiling games Filtering data in the Capture Log Defining a volume threshold per platform Defining the maximum number of voices per platform Limiting sound instances Defining playback ...
As for optimizations, the game is not yet in beta, but audio hasn't been much of a priority because it consumes a relatively small amount of resources compared to physics, scripts and rendering (under 3% of CPU in a stress test scene). Are we likely to see a big performance hit from WWise if we're only using it for music?
ErrorCode_TooManyChildren, 277  ErrorCode_BankContainUneditableEffect, 278  ErrorCode_MemoryAllocationFailed, 279  ErrorCode_InvalidFloatPriority, 280  ErrorCode_SoundLoadFailedInsufficientMemory, 281  ErrorCode_NXDeviceRegistrationFailed, 282  ErrorCode_MixPluginOnObjectBus, 283  284  ErrorCode_MissingMusicNodeParent, 285  ErrorCode_HardwareOpusDecoderError ...
Classes
Wwise Unity Integration
See Using AkEnvironment and AkEnvironmentPortal from the Inspector  CAkEnvironment_CompareByPrioritySorts AkEnvironments based on their priorities  CAkEnvironment_CompareBySelectionAlgorithmSorts AkEnvironments based on the selection algorithm. The selection algorithm is as follows:  ▼CAkEnvironmentPortalUse this component to define an area that straddles two different AkEnvironment's zones and allow ...
AkEnvironment
Wwise Unity Integration
Wwise Unity Integration Documentation Classes | List of all members AkEnvironment Class Reference Use this component to define a reverb zone. This needs to be added to a collider object to work properly. See Using AkEnvironment and AkEnvironmentPortal from the Inspector. More... Inherits MonoBehaviour, and AK.Wwise.IMigratable. Classes class  AkEnvironment_CompareByPriority  Sorts ...
Class Hierarchy
Wwise Unity Integration
See Using AkEnvironment and AkEnvironmentPortal from the Inspector  ▼CAkEnvironment.AkEnvironment_CompareByPrioritySorts AkEnvironments based on their priorities  CAkEnvironment.AkEnvironment_CompareBySelectionAlgorithmSorts AkEnvironments based on the selection algorithm. The selection algorithm is as follows:  CAkEnvironmentPortalUse this component to define an area that straddles two different ...