Wwise Versions
  • Sample Project
  • Wwise Fundamentals
  • Wwise Help
  • Wwise SDK
  • Wwise Unity Integration
  • Wwise Unreal Integration

Other Documentation

  • Strata
  • ReaWwise
  • Audiokinetic Launcher
  • Wwise Audio Lab​
  • Wwise Adventure Game
  • GME In-Game Voice Chat
  • Meta XR Audio

Certification Courses

  • Wwise Fundamentals (2024.1)
  • Wwise Interactive Music (2021.1)
  • Wwise Performance Optimization (2023.1)
  • Wwise Unity Integration (2023.1)

Other Sources

  • Website
  • Videos
  • Plugins
  • Creators Directory
  • Q & A
  • Blog
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If you represent an academic institution that would like to get licensed with Audiokinetic to teach Wwise and get listed on the Creators Directory, contact us for further information. {{cta('83701131-d6cd-4eca-9195-a60a3620e4c7')}}     Your Audiokinetic account is your one-stop community access As we strive towards optimizing our unified and dynamic nucleus for the interactive audio community, we ...
When a wavelength smaller than an obstacle comes in contact with an obstacle, the sound will be reflected. However, when the wavelength is longer than the obstacle, it will go around it. So, if you imagine those two frequencies combined in one signal, traveling towards the same obstacle, a listener behind that wall will only hear the lower frequency (longer wavelength). This effect gets trickier with ...
For example in the most recent update where we added vehicles, the buggy is my own unglamorous car, recorded using contact microphones, the hovercraft is a combination of a desktop fan and air conditioning unit and the large vehicle sounds come from programmer Dave’s Range Rover, I just dropped a microphone into the engine then we went for a spin around Guildford. Apart from my usual rule of every ...
Roughly one month later, we heard murmurings of ‘SoundFrame’ and an import audio API perhaps being added to the SDK.  Around that time, another customer put us in contact with Bernard Rodrigue, Director of Development at Audiokinetic, who told us about the revamped SoundFrame, now known as the Wwise Authoring API (WAAPI), and its planned features.  It seemed to have (or would have) everything needed ...
Thank you for reading, and please feel free to contact us if you have any questions or comments!     Additional Resources    Community Stream: For a more detailed look at crowd audio and the Wwise project, project audio lead Matthew Florianz and audio programmer Jon Ashby talk to community manager Bo in a 2 hour community live stream.   Developer Diary:   Watson Wu’s Coaster recording Diaries:      ...
If you like our solution and would like to do something similar for your project, please feel free to contact me. Right now, ReaCognition is a tool created just for one specific project, but my plan is definitely to make it publicly available in future, especially if there is a significant need for such a tool. Once again, I don’t claim that this workflow, or even ReaCognition, is the best solution ...
Please feel free to contact me if you have any suggestions. Thank you! Enjoy the closing song performed by AHKE!  
Feedback and comments are always welcome of course, so do not hesitate to contact us. We hope we created a set of impulse responses that your projects benefit from and make it even more acoustically convincing.  {{cta('b15b21ae-b66c-47aa-b733-8a1e301d43d4')}} BOOM Library Outdoor Impulse Responses can be used with the Wwise Convolution Reverb plug-in. Listen to a few examples:   DogBark_Hillside50m_DRY_30_Mix_ ...
Perhaps someone is reading this article right now who has first-hand experience with these technical practices! If you would like to contribute to the continued documentation of game audio history you can contact me with your story so your work is not forgotten as technology continues to evolve.    
If you would like to see SpectralMultiEffect available on your project's platform please contact me through the website, and let me know. Based on interest from users I will consider platforms to be added soon. {{cta('d57305a0-7921-47c4-8be7-a75a8a0b676d')}} Audio Samples Here are three sets of samples demonstrating audio processing with SpectralMultiEffect. Spoken Voice File This file begins with ...
This is the system that makes sounds audible when the sound source is in contact with the player, allowing sounds to be heard even in unpressurized environments. This was an effect inspired by the movie Gravity, which was released a few years before development on Shipbreaker began, but was still a major influence. The Touch Transfer system was borne out of one of those "wouldn't it be cool if…" conversations ...
If a Static Mesh does not have a Simple Collision, we need to create one or contact our Tech Art team for help. Using AkSpatialAudioVolumes as AkGeometry In case we don't want to add an AkGeometry component to a mesh, usually for the reasons of optimization, we can use an AkSpatialAudioVolume instead. For that purpose, we need to add an actor instance of the volume to the level and shape it so that ...
No more mixing with the headset on your forehead! Mixing should be done where the results are heard – in VR & AR. Contact the Dear Reality team if you want to partner up, have questions, or just want to stay updated about relevant developments of dearVR SPATIAL CONNECT for Wwise. Simply sign up for the priority list here.
Team to keep an eye on the development of this new iteration of GWENT, thinking about the soundscapes and solutions specifically for this project and to be the main point of contact for all audio related topics for the team developing Rogue Mage. What did working on a live service game teach us? First off, we would like to focus on giving you a brief summary of how GWENT worked as a project and what ...
We take pride in contributing to the creation of an environment where rich haptics can be delivered to the market as quickly as possible.If you are interested, please contact us by following URL and try out the integration between Wwise and AMPTIX.miraisens.com info@miraisens.com 
Our licensing team can help you out with that! Use the “Contact your Audiokinetic Representative” button in your project to get in touch. Benefits of Using Wwise for Indie Developers Cost-Effective Solution The most obvious benefit of the Wwise free license is that it is free! Indie developers can access this robust audio tool without any upfront costs or asset limits.  High-Quality Audio Wwise enables ...
Anyone who has ever been in contact with the individual tracks of a complexly stratified piece of music knows that within these orchestrations, hidden gems can only be revealed to those who have the ability to isolate them. These reflections led me to adopt a subtractive approach to create variations of the exploration music. Instead of always adding, this method involves thoughtfully removing elements ...
Projects
Audiokinetic Launcher
To renew or extend the license, your organization's license manager must contact the Audiokinetic Sales department. License Expired: The license applied to the project is expired and therefore your project has the same limitations as a project in Trial mode. To renew the license, your organization's license manager must contact the Audiokinetic Sales ...
Working with Wwise Installations
Audiokinetic Launcher
If you obtain authorization to develop on more platforms, contact Sales to change your profile. Then you can download and add the new platform files. Refer to the following topics for more information about system requirements, the installation procedure, and uninstalling Wwise:Wwise System Requirements in the Wwise Help.Installing Wwise and Its Components. You can uninstall Wwise at any ...