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Other Documentation
- Strata
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- GME In-Game Voice Chat
- Meta XR Audio
Certification Courses
- Wwise Fundamentals (2024.1)
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Other Sources
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When using Dolby Atmos for Headphones, this error message shows up permanently: "3D audio object limit exceeded; object xxxxx instigated by voice/bus will be mixed." I'm pretty sure it's because Atmos for Headphones can only handle 16 Audio Objects simultaneously on Windows 10. So, the error message points out expected behavior. It's not an error. How can I tell Wwise to stop showing the message, ...
To achieve the best possible sound accuracy, you can send a sound as an Audio Object, which is a way to send a sound and its position (Metadata) separately from the channel mix (Main Mix). This also helps binauralization, like 3D audio, as the positioning won't depend on the channel mix configuration, but it will be an independent Audio Object when HRTF is being processed. Let's briefly set it up.
Audio Output on Platforms
Wwise SDK
When Allow 3D Audio is enabled on the System Audio Device, Wwise can also output a 7.1.4 main mix, an optional stereo passthrough mix, and discrete Audio Objects. For more information on 3D Audio on Windows, see Enabling 3D Audio. Tip: To change the default device configuration on Windows: Right-click the Speaker icon in the system tray Select 'Playback Devices' In the 'Sound' panel, select the device ...
Range audio provides a revolutionary way of looking at the audio reproduction of high dynamic scenes by increasing the standard 96 dB of dynamic range found in 16 bit systems to as high as 200 dB. HDR audio is a dynamic mixing system in which the loudest playing sound automatically lowers the volume of the other playing sounds. The resulting effect is a more focused mix and a better voice count ...
For example, in the Actor-Mixer Hierarchy, you may want to separate your structures into different work units (e.g. Weapons, Footsteps, Vehicles, etc.). Also, if you have a lot of assets in a given category, say vehicles, you can create child work units for each vehicle. That way, somebody can work on 'Camaro' without conflicting with others working on different cars. Hope that helps, Simon ...
An independent audio mix can be crafted for each secondary output which opens up interesting sound design avenues and game feedback mechanisms. 7.1 Channel Support Wwise voice pipeline now fully supports 7.1 on Windows, Xbox One and PlayStation®4 which includes sources, panning, effects, meters, multi-channel creator, etc. Crankcase Audio – REV REV is a suite of tools and engine ...
Richu Thomas
Creators Directory
For over 9 years, I've immersed myself in the art of sound engineering within the dynamic world of film. From capturing dialogue nuances to crafting immersive soundscapes, I bring a blend of technical precision and creative passion to every project. With a love for storytelling through sound, I thrive on pushing boundaries and creating memorable cinematic experiences. Let's make some magic together.
Handbook Japanese Technical Documentation iZotope Trash effects on PS3 “We are very proud of the new mixing features added in this release. The most impressive is the new User-Defined Auxiliary Busses and Sends which provide greater flexibility for Audio Designers to create and control the interactive mix, increasing both realism and artistic expression.” says Martin Dufour ...
REV 2
Plugins
REV, by Crankcase Audio, Inc., allows Wwise users to create realistic engine sounds using granular synthesis techniques to eliminate looping.
Polyspectral MBC
Plugins
is a multiband compressor plug-in, specifically designed with real-time mastering of a game’s mix in mind. Efficient and sonically transparent, the plug-in can be put to many uses. Apply gentle compression to your full mix to imbue it with a fuller, more detailed sound. Use it as an extremely natural-sounding mastering bus limiter, to keep control over dynamics in unpredictable gameplay scenarios.
atmoky Ears
Plugins
is the one stop solution for rendering hyper-realistic spatial audio experiences to headphones. It provides an unparalleled combination of perceptual quality and efficiency, whilst getting the best out of every spatial audio mix. atmoky Ears puts the listener first and offers a patented perceptual optimization. For those who want to squeeze out the very last drop of performance from their devices ...
Any idea what could be causing the issue? When Wwise was set to default speaker configuration the shotgun only played in the left channel. Switching the config solved this in Wwise, but when I launched cube to check my work the shotgun still only fires in my left speaker. Any help would be really appreciated, I am brand new to Wwise. Thank you Edit: Basically Mono files are only playing out of the ...
Johann, Modifying volume for a group of sounds or all sounds in the game is usually done on audio busses (in the Master-Mixer Hierarchy). If you want to expose a slider in the game's menu to modify the master volume, I'd suggest you attach an RTPC to the 'Bus Volume' of the Master Audio Bus. Simon,Hi Johann, Modifying volume for a group of sounds or all sounds in the game is usually done on audio ...
Audiokinetic has been a leading player in the development and advancement of spatial audio, offering solutions from ambisonics, Convolution Reverb, and other mixer plug-ins, to supporting third-party binaural technologies. Today, while spatial audio is quickly becoming central to the success of any AR/VR/MR project and interactive media projects at large, Audiokinetic is proud to continue introducing ...
I assume that they would - since the effects are being applied in real-time via an actor mixer. I'm assuming the original files must still be present in the build for the runtime effects to work.I noticed there's a “Render” checkbox in Wwise which, from what I understand, bakes the effects into the audio file for performance optimization. Would enabling this also help in protecting the original ...
A way to apply different settings to a group of sound objects without needing to duplicate them all
Q & A
Maybe there's already a way around this, but an issue i've been consistently coming up against is the need to separate player driven sounds from AI driven sounds in order to send them to different busses so the player sounds can take priority over the AI ones in the mix via sidechaining. The only way we've found that allows us to do this is by duplicating all the assets so they can be routed to different ...
Hello, I am trying to create a soundcaster for a Music switch container in the Interactive Music Hierarchy (TP 07) that should play its' contents (Music Playlists containers TP 01, TP 02, TP 03, TP 05, TP 06). The problem I encounter is that my TP 04 (a Random container) is in the Actor-Mixer Hierarchy and I can not assign it to a state in the Music Switch Container Association Editor. Is there ...
So I've completed the Wwise 101 and 201 certification courses, and now at a crossroads wondering if I should jump straight to 301, or take 251 first? To be honest 251 seems quite technical and I'm dying to get to 301 and finally working within Unity. But if it's designed in this order on purpose, I wonder if it's a bad idea to mix it up. Would there be any drawbacks (or benefits) to going straight ...
/qa/9790/ugin-wwise-failed-because-module-akaudio er-could-found/
I have a wwise 2021.1.5.7749 - UE4.26.2 seemingly correctly integrated project (with wwise as a game plugin). Sound works as expected in-engine. Unfortunately, the packaged project's exe doesn't run: 'Plugin 'Wwise' failed to load because module 'AkAudioMixer' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.' The project ...
Wwise Resources | Audiokinetic
Website
You’ll practice audio integration workflows, create and mix virtual soundscapes, leverage sound triggering systems, and discover system performance optimization techniques. Becoming Wwise-101 Certified grants you the opportunity of getting listed on the Creators Directory as a Content Provider, where you’ll be able to list your services where developers and content providers source interactive audio ...