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Ambience Sci-Fi offers a range of environments found in space-themed science fiction worlds, from nebula to portals, planets, ships, interiors and exteriors. The subprojects are set up to allow rapid variation of perspective and intensity, from the subtle drone of distant nebula to faster-than-light warp drive tearing through spacetime. The subprojects are mixed using higher order ambisonics with ...
The following image displays the tracks of an Ambisonic Ambience Sci-Fi subproject. These projects are arranged with Layers that form ambient loops. Track colors vary by layer, and the track names and colors are used similarly throughout the Ambience Sci-Fi subprojects.CompositesThe following image shows the Composite tracks in white. Note that the Stereo composite is routed to the parent ...
The Ambience Space Station collection is arranged in subprojects that cover the range of space exploration, from alien vessels and environments to expressive drones, rumbles, and room tones. In the Miscellaneous subproject, you will find black holes, stars, nebula, and wormholes. The Objects subproject includes point source elements such as alarms, vents, jets, engines, force fields, electricity, ...
The following image displays the tracks of an Ambisonic Ambience Urban subproject, from all of the subprojects except the Additional subprojects. These projects are arranged with Layers that form ambient loops. Track colors vary by layer, and the track names and colors are used similarly throughout the Ambience Urban subprojects.CompositesThe following figure shows the Composite ...
Ambience Warfare provides multichannel ambience bed tracks for battles of various eras: modern, medieval, historical, and sci-fi. The tracks feature weapons, other ordnances, and vehicles of each era.The ambient bed subprojects are mixed using higher order ambisonics with assets recorded in 1st order AmbiX. They are set up to render in a variety of common multichannel formats to suit your requirements ...
The following image displays the tracks of an ambisonic Ambience Warfare subproject. These projects are arranged with layers that form ambient loops. Track colors vary by layer, and the track names and colors are used similarly throughout the Ambience Warfare subprojects.CompositesThe following image shows the Composite tracks in white. Note that the Stereo composite is routed to the parent Composites ...
The Submersion collection is arranged in subprojects that cover an expensive range of highly flexible sounds in a broad range of environments. The objects making those sounds are easily customized using multiple control tracks. The Underwater Ambience subproject is mixed using higher-order ambisonics. This subproject is set up to render in a variety of common multichannel formats, ranging from binaural ...
The sample project demonstrates typical sound design examples in Wwise. It shows how you can creatively use established and new features. Feel free to experiment with these examples. After you’ve gone through this project, go ahead and make your own projects to reflect your vision of game audio. You can start by Installing the Sample Project and then refer to the following sections for details ...
3D positioning is the act of panning a source (with any channel configuration) into a bus (with any channel configuration) based on the relative positions and orientations of the emitter and listener objects in game. These objects' positions are set by the game via the Wwise sound engine API. Spread and Focus distance-based properties play a part in the panning method along with game-driven ...
Focus
Wwise Help
Note For context, reference the first example. The Focus parameter contracts together the virtual sources of each input channel, before applying rotation and spread. This is used to mitigate the leakage of input channels into output channels, when panning a discrete multichannel file. The following figure shows the case with 70% Spread that we have seen before. No Focus was used, and thus we ...
Typical distance-driven Spread curve designs use large Spread when the source is near and small Spread when it is far from the listener. With this approach, the source is enveloping when it is near and point-like when it is far. Additionally, when sources are near, their incident direction is subject to abrupt change and they may sound unnatural. Large Spread values mitigate these artifacts.Similar ...
Note For context, reference the first example. When panning on a 3D channel configuration, meaning a configuration (such as 7.1.4 or ambisonics) that can represent sound coming from above and/or below, the virtual sources are disposed in the shape of spherical caps. The following figures show stereo and 4.0 sources with various Spread and Focus.Recall that 3D positioning only takes up to 7 input ...
Environments
Wwise Help
Many of the same considerations discussed in Cinematic VR apply to Auxiliary Busses used for environmental Effects. The RoomVerb and AK Convolution Reverb Effects support ambisonics natively, however Matrix Reverb does not. You can use them on a stereo, 4.0, or greater bus, whether you want to use the front-back delays or not, and route them to ambisonic busses. Their output will be encoded to ambisonics ...
While exploring the Soundseed Grain granular synthesis, keep the following tips in mind.Press Start CapturePreview: edit in external editorUsing saw up mode for scanning file/implement time scaling effectsDesigning 3D ambiencesSound positioning settingsSoundseed Grain designAmplitude and filter are best used with grain modulationUsing markers in a macro windowPress Start CaptureIn Wwise, live monitoring ...
Glossary
Wwise Help
This glossary is intended to define technical terms used throughout the Help documentation. It is divided into General terminology, which defines sound design and programming vocabulary, and Wwise-specific terminology, which covers Wwise-specific (and sometimes Audiokinetic-patented) objects and concepts.General terminology3D AudioThe delivery of audio in an intermediate format that includes ...
Wwise SDK 2024.1.9 Release Notes 2018.1 The following sections list and describe the changes to Wwise between version 2017.2 and version 2018.1. For earlier versions, please refer to Previous Release Notes. If using the online help, you can also choose a different Wwise version from the list on top of the table of contents column. Note: Plug-in Developers This version of Wwise supports ...
Wwise SDK 2024.1.9 Release Notes 2016.1 The following sections list and describe the latest changes to Wwise between version 2015.1.7 and version 2016.1. For earlier versions, please refer to Previous Release Notes. If using the online help, you can also choose a different Wwise version from the list on top of the table of contents column. Platform SDK updates New Features API Changes ...
Wwise SDK 2024.1.9 AKIAkGlobalPluginContext List of all members | Public Member Functions | Protected Member Functions AK::IAkGlobalPluginContext Class Referenceabstract #include <IAkPlugin.h> Public Member Functions virtual IAkStreamMgr * GetStreamMgr () const =0  Retrieve the streaming manager access interface. More...   virtual AkUInt16 GetMaxBufferLength () const =0   virtual ...
Wwise SDK 2024.1.9 ak.wwise.debug.generateToneWAV Generate a WAV file playing a tone with a simple envelope and save it to the specified location. This is provided as a utility to generate test WAV files. Arguments Name Type Description path * string File path to write the generated WAV file. This path normally uses the file extension WAV. bitDepth string Bit depth of the audio file.
Wwise SDK 2024.1.9 ak.wwise.debug.generateToneWAV Arguments Schema Schema { "type": "object", "properties": { "path": { "description": "File path to write the generated WAV file. This path normally uses the file extension WAV.", "type": "string" }, "bitDepth": { "description": "Bit depth of the audio file. Default is int16.", "type": "string", ...