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How do we define the priority of each system? How do we plan transitions between all systems? Our approach to this was twofold: using a priority system in the game engine for core systems and using a ducking system in Wwise for other systems. HDR was also used sporadically to highlight more iconic moments in the game. Here is the schematic we used to define the priority between these systems: Conclusion ...
This is a good time to remember to set an appropriate Room Priority for each Room and Reverb Zone, to make sure that game objects end up contained in the right room. I have the SAV_Forest at the lowest priority, then the RZ_Meadow, and the highest priority is the RZ_Town. The actual numbers are arbitrary, as long as they’re in the right order.In this arrangement, sounds can propagate through all of ...
Using various gameplay variables tied to RTPCs means that you have flexibility to change the Voice Volume and Make-Up Gain in ways that help give mix priority to sounds that need it, and lower the “sound importance” of sounds that don’t. In this picture, you can see that the “enemy threat” level turns down the Voice Volume as the enemy gets less threatening, but the Make-Up Gain turns it up. Based ...
Random point sources (Element and Element_Loop) have a higher priority than the ambiance-only loops (Loop). So I applied Auto-ducking to the Ambiance_Building_Elements bus to suppress the Ambiance_Building_Loop bus. This way, details can be highlighted when players click the buildings. Based on their locations, I created another two busses: Ambiance_City_Inside and Ambiance_City_Outside. That’s because ...
The audio thread has a priority Above Normal by default. It is important that this thread retains a higher priority. It is also a good practice to keep it on the same CPU core by forcing an affinity in AkPlatformInitSettings::threadLEngine for platforms that support it. 2) The game is processing too much within a Wwise callback function. Locks in callbacks would also make the audio thread wait and ...
With this in mind, I mixed the sounds separately for these two gameplay modes based on the auditory priority, combat status, and sample type. Also, I created different Actor-Mixers to organize them. To better implement the project, I decided to build the sound structure in Unity. For the Single-player Campaign mode, there are lots of weapons, objects, and other interactive elements. As such ...
These can also be confusing if the fight scene is already well populated with sound effects and loud music; thus timing, volume, a healthy priority system for your sounds and a reasonable ducking/sidechaining system must be done right, so the execution sounds as natural as possible. Further Notes for Dialogue When text-to-speech is active in the game, it has to be ducked down by any in-world dialogue.
Hello everyone! I am doing some testing on the Unity 3D Game Kit project from Unity Market Place using Unity 2020.2.1f1 (along with Wwise 2019.8.7432) and for some reason i CAN'T make a basic Ak Event "Trigger on: Start" works. Been doing it in several projects for the last 2 years but doesnt seem to work on this version! As always i checked the Rigidbody on my Player Game Object (Ellen), created ...
This priority introspection led to multiple important realizations on our current code base. Stability: External Sources and Event-Based Packaging We started the process of improving our integrations by disabling complex workflows that are not always important to every developer. Many of these caused major stability issues and some also could conflict with other equally important developer workflows.
We also utilized all the Wwise built-in optimization systems such as HDR, playback limiting, virtual voice behavior and playback priority, but in a combination with our own optimization systems. JOAKIM: With any given game, the basic act of playing numerous sounds simultaneously will almost always be the biggest consumer of the CPU - a split screen game like It Takes Two is certainly no exception.
With hundreds of available methods, creating a pipeline to allow for the simplest use cases is a high priority. Backward Compatibility It’s clear with all the changes happening to plug-ins that a lot of work on plug-in vendors is expected. Our goal is always for this process to be as seamless as possible. This is why Legacy plug-ins still exist: while it’s not optimal, and the plug-in won’t be cross-platform ...
Our main problem was finding a way to synchronize the audio and visuals correctly.Usually, all the sound effects are baked into one large audio track, which is given higher priority than the visuals — it’s fine if a few graphics frames are skipped, but you never want to hear the audio get out of sync with what you see, since this totally breaks immersion.We used this method only for the Interchapters ...
You want to set 'limit sound instnaces to: 1' and then 'when priority is equal: discard newest'. This will stop any new sounds playing if the old ones are still not finished playing. Tom,This sounds like a job for instance limiting. https://www.audiokinetic.com/library/edge/?source=Help&id=limiting_object_playback_instances If you limit instances of the rumble sound to one and kill the oldest ...
Attenuation objects, switch 2D/3D, add RTPC, modify 2D panner settings, etc.), bus routing, and advanced settings (all Playback Limit and Priority properties) are now all applicable while connected to the game. Platform inclusion now uses a link/unlink mechanism Objects' platform inclusion (the check boxes you find beside each object in the Project Explorer Actor-Mixer and Interactive Music hierarchies) ...
This has put an even greater importance on addressing audio priority and to create systems, rather than implementing sounds directly onto objects. In this transition, the audio programmer is a sound-designer’s most important creative ally. Together, they can design the systems which are needed to create a dynamic and pleasing interactive mix. Wwise has allowed our designers and programmers to move ...
Using the priority and distance systems, I could really fill these huge scenes with detailed locational audio while only using a few physical voices and sending the rest virtual. SoundBanks are easy to manage making memory optimization a breeze. The most important part of all this, is that it worked the first time and took me barely any time to implement with little to no programmer support. (I like ...
Wwise helps studios of every size focus on developing sophisticated audio without impacting performance. Performance is always a top priority when it comes to any game production. After all, an advanced development tool is great, but, if it has a huge impact on the engine’s memory footprint or on CPU usage, it may not be worth it. With Wwise, Audiokinetic has worked tirelessly to ensure that developing ...
Because I was given a tight schedule to finish the project, my top priority was batch processing (my first wave of operation), with several goals in mind: 1. Balancing the asset volumes, depths, and frequency responses to make them sound like they were coming from the same batch and abiding by the same standards. 2. Polishing the sound quality, especially of dialogues. The initial assets sounded way ...
Needless to say, I also set the priority of sound effects lower than music for most levels. {{cta('5f9547fe-4095-4e04-a925-4013fa3a27c3')}}
I was able to work independently in Unity, I didn’t have to wait for programmers to complete audio tasks that may sit lower in priority than primary gameplay dependant coding tasks. The programmers, in turn, didn’t have to worry about squeezing in too many audio needs, and the end result was a complex and finely honed audio system integrated seamlessly alongside gameplay. Obviously, Wwise already ...