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Properties in Wwise are grouped into logical tabs in the Primary Editor and logical categories in the Property Editor. Both editors are found in Object Tabs. Across all Master-Mixer Hierarchy objects, the following tabs and categories have common properties:Audio Bus tab and Auxiliary Bus tab: busses to see a meter and bus status. Effects tab: busses to apply one or more Effects to all objects ...
Actor-Mixer Hierarchy
Wwise Help
The Actor-Mixer Hierarchy is a hierarchical series of Sound SFX and Sound Voice objects, all of which can be organized within a variety of different containers.The descriptions for each of the Actor-Mixer property options can be found in the following Property Editor descriptions: Property Editor: Actor-Mixer Property Editor: Random Container and Sequence Container Property Editor: ...
Property Editor: Actor-Mixer
Wwise Help
The Property Editor contains the properties for the selected Actor-Mixer. Object properties determine the characteristics of objects when they are played in-game.Each actor-mixer has a set of properties that can be used to define the characteristics of each object in game. These properties are located in the Property Editor. When you load an Actor-Mixer in the Property Editor, the Contents Editor ...
Properties in Wwise are grouped into logical tabs in the Primary Editor and logical categories in the Property Editor. Both editors are found in Object Tabs. The following tabs and categories are common across all Actor-Mixer Hierarchy objects: MIDI category: Actor-Mixer Hierarchy objects to define the MIDI synthesizer properties of an Actor-Mixer object. Sources category: Sound SFX and Sound ...
MIDI category: Actor-Mixer Hierarchy objects
Wwise Help
.../Audio tab/Actor- er Hierarchy/Common tabs and categories: Actor- er Hierarchy objects
For objects located in the Actor-Mixer Hierarchy, there are a series of controls that allow you to define the object's behavior as a MIDI synthesizer:Filter controls specify which MIDI Events are to be processed by the object.Event controls specify what actions are to be taken for received MIDI events. M ID I Interface element Description MIDI Events Override parent ...
Contents Editor: Actor-Mixer
Wwise Help
This Contents Editor gives you quick access to some of the most common properties associated with objects within the Actor-Mixer. Interface Element Description Click the Configure Columns shortcut (right-click) option from the column header band. The Object Property Settings opens. Specify which columns to display and their order. [name] The name of the object. Inclusion ...
States tab: Actor-Mixer Hierarchy objects
Wwise Help
NoteThe Effect Plug-in Editor has an identical States tab to the one for Actor-Mixer objects.In the States tab you can assign States to an object to further define the characteristics of the object when a particular State is enabled. When an object registers to multiple States, a single property can be affected by multiple value changes. In this scenario, each change of value ...
At any point, you can click the Edit button to edit the properties of the Effect.TipFor information on the Master-Mixer object Effects tab, see Effects tab: busses. General Interface Element Description [name] The name of the object. (Object Color) Displays the object's color. Clicking the icon opens the color selector. Select a color to apply ...
The properties in the Conversion category allow you, among other things, to apply Conversion Setting ShareSets to an object. When you apply Conversion Settings to an object, you must decide whether the Conversion Settings will be applied using a ShareSet or a custom instance. At any point, you can click the Edit button to edit the Conversion Settings.The Conversion category also ...
In the Wwise Project, objects of the Actor-Mixer hierarchy are associated to their emitter when the game posts events. When Wwise Objects have the Listener Relative Routing option enabled, their output busses are instead associated to the listener. Normally, the Listener Relative Routing option is enabled in the Actor-Mixer hierarchy, so that busses that follow are associated ...
You can adjust the properties in the HDR category for an object to further define the behavior of the sound in the HDR system.The HDR system performs an offline analysis on all sounds and extracts their envelope. This information is used to drive the HDR dynamics, along with bus and sound HDR settings. Refer to Understanding HDR for more details. H DR Interface element ...
The properties in the Advanced category for objects located in the Actor-Mixer Hierarchy contain a series of controls that allow you to define the advanced playback behaviors of your sound and motion objects. You can define the number of instances that can be played simultaneously per game object, specify the playback priority of each object, and determine whether object will continue ...
3D Audio Bed Mixer
Wwise Help
(See the 3D Audio Bed Mixer properties below.) The 3D Audio Bed Mixer is a plug-in that can reduce the number of Audio Objects passing through a bus by mixing some of them. This, in turn, reduces the amount of CPU resources consumed by Audio Object processing. The plug-in is typically inserted on an Audio Objects bus and generates three possible outputs: a Main Mix, a Passthrough Mix, and a ...
Submixing
Wwise Performance Optimization
WAG has been imported as separate layers (one layer per instrument) for each instrument, which allows a high amount of variation, but also requires each layer to be an individual voice. To reduce the number of voices, one needs to mix layers before importing it into Wwise, but this also removes randomization from the submix layers. You can still have a few layers with variation, to preserve some ...
Module 11: Organizing with Actor-Mixers
Wwise Fundamentals
A finished Wwise project often includes hundreds if not thousands of sounds. In this module, you'll learn how to manage such large numbers. First, you'll organize your objects for efficiency using Actor-Mixers. If you've already completed Module 10: Using Speaker Panning, you might remember that grouping objects under an Actor-Mixer allows you to apply changes to all child objects at once. ...
Group objects in Actor-Mixers
Wwise Fundamentals
You’ll begin by grouping all the sounds associated with items the Wwizard might find under an Actor-Mixer object. Launch Wwise and open a project file. Make sure you open the Module 11 project file. In the Project Explorer's Audio tab, expand the Actor-Mixer Hierarchy > Default Work Unit. Notice this project includes a lot of objects to work with. Select the ...
Module 13: Submixing with Additional Audio Busses
Wwise Fundamentals
In this module, you'll start with a project that includes only one audio bus, the default Master Audio Bus. The same way you can nest objects within objects in the Actor-Mixer Hierarchy, you can nest audio busses within audio busses in the Master-Mixer Hierarchy. So you’ll create new busses under the Master Audio Bus. First, an environmental bus that you’ll later assign most of your sound ...
SetActorMixerEffect
Wwise SDK
Wwise SDK 2024.1.7 AKSoundEngine ◆ SetActorMixerEffect() AKSOUNDENGINE_API AKRESULT AK::SoundEngine::SetActorMixerEffect ( AkUniqueID in_audioNodeID, AkUInt32 in_uFXIndex, AkUniqueID in_shareSetID ) Sets an Effect ShareSet at the specified audio node ...
downmixNormalizationGain
Wwise SDK
Wwise SDK 2024.1.7 AKWwisePluginConversionContext ◆ downmixNormalizationGain float AK.Wwise::Plugin::ConversionContext::downmixNormalizationGain Definition at line 466 of file PluginDef.h.
GetMixerCtx
Wwise SDK
Wwise SDK 2024.1.7 AKIAkEffectPluginContext ◆ GetMixerCtx() virtual IAkMixerPluginContext* AK::IAkEffectPluginContext::GetMixerCtx ( ) pure virtual Obtain the interface to access services available on busses. ReturnsThe interface to mixing context if the plugin is instantiated on a bus. NULL if it is instantiated on a voice.