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Certification Courses

  • Wwise Fundamentals (2024.1)
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Other Sources

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TiKkO Rome
Creators Directory
Dolby Atmos Certified Mix Engineer and Sound Designer. My expertise is pretty much anything that has to do with sound. I've been tracking and working in post-production in one form or another for over 20yrs. I work out of Deadly Mix Studios, where we have just about the most amazing Dolby Atmos 7.2.4 rig you could ever imagine. While working in immersive audio has been the main thing I've been doing ...
Audiokinetic. https://www.audiokinetic.com/ In this video, Walter Murch?s ?Dense Clarity, Clear Density? is referenced as their inspiration for their mix approach. They talk about how they tried HDR Audio but ended up designing a system that always ?hears? what is important for the player at any given moment: Who is the player's greatest threat? Who are they looking at? Who is looking at them? Who ...
Mixing voice in games can be a major logistical challenge, with thousands or even hundreds of thousands of lines, often multiplied by the number of full localized languages. With a “one-to-one event” VO implementation approach, where VO structure is built in the Actor-Mixer Hierarchy like other sounds, dialogue can become the largest single feature in a Wwise project, quickly dwarfing all others. ...
Dialogue is the heart of many games, carrying the story and connecting players to characters. But how often have you found crucial dialogue buried under the roar of the game's soundscape? Today, we’re diving into “surgical dialogue mixing” - a method that lets your dialogue cut cleanly through the gameplay mix, without sacrificing any parts of the soundscape that are not actually conflicting with ...
Wwise SDK 2024.1.7 Advanced Mix Customization Using the Speaker Matrix Callback Some games have very specific needs in terms of routing and panning, which may not be readily available in Wwise. One way to work around this limitation is to register to the "speaker matrix callback". This callback is called when a voice or a bus is about to be mixed into another bus. From this callback, you ...
Montreal, Canada – July 9th, 2025 - Audiokinetic Inc., the leading provider of cross-platform interactive audio solutions, today announced a strategic partnership that will empower developers to create even more immersive audio experiences for virtual reality (VR) and mixed reality (MR) applications. As of June 2025, Audiokinetic will host Meta's XR audio SDK plug-in for Wwise on their developer site ...
Wwise 2017.2 is out, and amidst a  lot of great improvements and under-the-hood optimizations, an exciting new feature is the expansion of Wwise’s State-based mixing options, providing greater flexibility and power in controlling your mix. In the 2017.1 release, you may have noticed a few new options in the States tab, such as the ability to control Aux Send Volumes and even the Duration of Transitions ...
"Tell me Why" was released on Xbox and PC and it fully supports 5.1 surround sound. Working on a narrative game involves a specific approach regarding the final mix. We cannot only rely on a full systemic approach because each cinematic or narrative moment is unique and tells the player a specific emotion. We constantly needed to adapt the audio to make the player feel comfortable and not being disturbed ...
Introduction HDR (High Dynamic Range) is a feature within Wwise, which is a very powerful tool for mixing and managing the output dynamic range of your project. I have been fortunate enough to use Wwise for most of my game audio career, and have been slowly delving into the world of HDR more and more recently. While this feature has been around since at least Wwise 2013.1, I believe there are still ...
Enotria: The Last Song, developed by Jyamma Games, is a Soulslike action RPG set in a world inspired by Italian folklore and traditional theatre. At its core, the game blends melee combat and magic attacks with music, in a way that every sound effect is designed from musical instruments. This particular approach presented an interesting challenge during the mixing phase.In this article, Audio Director ...
Sound Design for Mobile Game Part 4 - Game Audio Development Workflow, "Arena of Valor" Interactive Voices & Dynamic Mixing Filmed in Shanghai on October 23, 2018. Presented by Ci Song, Sound Designer, Xiarong Chen, Sound Designer and Kai Xu, Senior Audio Programmer at Tencent Games, Timi Studio.
In this session we'll deep dive into Sound Designing and Mixing for Trailers and Cinematics. We'll touch on frequency divisions, time divisions, music interactions, story, creative sound designing, dialog mixing and more. The importance of Dev/Marketing/Outsource communication pipelines will be explained as well. Some examples outside of the game realm might be used as well as a direct tie-back. Time ...
This educational video contains supportive content to lesson 6 from the Wwise-101 Certification course. To follow along and access complete course content, please visit: https://www.audiokinetic.com/courses/wwise101/ Topics: 00:22 Creating a New Mixing Desk 02:05 Customizing the Display 03:47 Creating Additional Mixing Desks
Wednesday, March 13th at 12pm ET / 9am PT On Wednesday, March 13th at 12pm ET / 9am PT, we'll be joined by special guests Stefan Randelshofer (Audio Director, Larian Studios) and Matheus Vilano (Senior Technical Sound Designer, Larian Studios), who'll be lifting the hood on mixing Baldur's Gate 3. They'll explore their collaboration & workflow, go hands-on in Wwise, and dive into the ideation ...
Wednesday, August 7th at 12pm ET / 9am PT On Wednesday, we?ll be joined by special guest Harvey Scott, who?ll be diving deep into dynamic mixing for Helldivers 2. Be sure to tune in with your questions! 00:00:00 False Start 00:08:58 Livestream Start - Overview 00:09:42 Wwise 2024.1 Beta 1 00:14:30 Audiokinetic News 00:18:10 Wwise Community Spotlight 00:20:24 Audiokinetic in the Community 00:25:05 ...
Dive into the explosive soundscape of Helldivers 2 with Harvey Scott (Senior Sound Designer at Sony Interactive Entertainment) and Damian O'Sullivan (Dialogue Designer at PlayStation Studios) at Wwise Tour 2024 Shanghai! Discover the know-how behind the game's immersive mix as they break down their challenges, Wwise solutions, and the universal mixing strategies you can apply to any game. Whether ...
VARUT REMIX
Creators Directory
After you have set up the bus structure in your project, you can fine-tune and troubleshoot the mix of sounds, music, and motion in the game. Wwise has two main tools for mixing your game audio: The Master-Mixer Console - A mixing console that groups a variety of bus properties into one view.The Mixing Desk - A flexible and powerful mixing console that groups a variety of bus and object properties ...
The Mixing Desk is the perfect tool to help you mix the different audio components of your game. You can connect to your game, start a capture session, and then monitor the activities of your audio while tweaking the individual properties for each object and bus within your Mixing Session in real time.TipBy default in Wwise, you can switch to the Mixer layout by pressing F8.To mix audio using the ...
The Mixing Desk is a flexible and powerful mixing console that groups a variety of properties into one view allowing you to fine-tune the audio mix of your game. You can add any object or bus to the Mixing Desk and then define routing, apply effects and Attenuation ShareSets, edit state properties, and modify properties of individual objects and busses within your project.If you start a capture session ...