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I have an User-Defined Auxiliary Send enabled on one of my Actor-Mixers. I created an "Auxiliary Send Volumes (User-Defined)" attenuation curve to control the amount of reverb via Distance, but in game it remains the same all the time (the value is from "General Settings"->"User-Defined Auxiliary Sends tab). Other attenuation curves is OK. What am I doing wrong? Ensure: Your Attenuation is located ...
Hello. I'm building a simple menu in UE4 and I'd like to regulate the volume of the master, effects, character voice and so on and so forth, by a standard volume slider. Usually this is achievable in UE4 without WWise, using the combination of the Sound Mix and Sound Class. But now, all my sounds are managed by WWise and the workflow to associated the sounds into the UMG slider must be different. ...
New Audio Technology
Creators Directory
Our technology allows to mix and process an infinite count of audio objects for speaker setups of arbitrary complexity. These setups may either consist of real or virtualized speakers (binaural simulation) using regular headphones. Our speaker virtualization Headphone Surround 3D comes very close to really “being there“. This puts an audio producer into the position to work on complex mixes while ...
Hello, When I was setting up the support for Dolby Atmos in our UE-Wwise project, I followed the instruction of the Dolby site: Documentation | Dolby Games Our project was on Wwise 2019.2.15 and UE 4.27 (later updated to UE5). following the instruction, we created two master busses, one for MS Spatial Audio Platform Output as a Main Mix, another for System as a bed channel. Everything works well ...
CPU usage on all platforms. States Now, Wwise objects can subscribe to multiple state groups which simplifies the mix process and makes the use of states more powerful than ever. Performance Approximately 15% less memory is required in the sound engine “Default” memory pool. Loops and markers are more accurate when using Vorbis on the PS3. ...
This session includes live English-to-Mandarin interpretation. 00:00:00 Introductions / ?????? 00:08:51 Mix / ?? 00:20:49 Dynamic EQs / ???? 00:38:06 Mixing for Atmos / ????? 00:42:10 Marvel's New York / ?????? 01:12:38 Performance / ?? 01:45:00 Q&A ----------------------- For more Wwise content, sign up to to receive our email newsletter: https://hubs.ly/Q03ymLqz0 Curious about other projects ...
Some highlights: They?ve based their Wwise project organization in the Master-Mixer and Actor-Mixer Hierarchies by positioning type (2D/3D), routing, and other high level properties shared across a large number of assets (instead of, for example, creating Work Units per character). They?ve shown how Wwise Events are triggered from TED, Blizzard?s game editor, and how other types of properties like ...
Hi everyone I am writing a Wwise sink plugin which creates a jackaudio client. I am using this to allow to stream ambisonics audio data (5th order) to my speaker array without automatic downmixing. I managed to make things work in the case where the buffer of the Jack server is smaller or equal to the buffer of Wwise. However I am struggeling to cope with the case where the Jack server buffer is larger ...
Steinberg | Audiokinetic
Website
Integrations Expand your Wwise experience Enjoy real-time and seamless connection between Nuendo 7 or its later versions and Wwise, via the Game Audio Connect feature. Steinberg Nuendo offers utmost compatibility, flexibility and the richest feature set for sound creation, composing, dialog recording, mixing and middleware ...
Currently, to implement any type of cooldown, one has to use complex hacks that clutter the actor-mixer hierarchy, or impement a custom solution on the code side. Most other competitors have some type of built-in cooldown feature. Wwise should catch up on this area. Hello Everyone, Thanks for letting us know you'd like such a feature! It's true that we don't specifically have such a feature ...
NoiseFloor LTD
Creators Directory
The mix is the thread that weaves all the elements of sound together: music, dialogue, sound effects, and silence. Everything must harmonize, just as the unified team at NoiseFloor does. Starting with just two sound designers in 2005 in Chicago’s River North, NoiseFloor has grown to a staff of sound designers, re-recording mixers, music composers, producers, audio implementators, and location recordists.
Wwise version 2021.1 has evolved to provide a comprehensive authoring environment that fully leverages audio objects while enhancing the workflow for all mixing considerations. Finally, the third part will share a series of methods, techniques, and tricks that have been employed by sound designers and composers using audio objects for recent projects. The future: always in the distance, never arriving ...
Channel Volume Control
Q & A
I loop through each of the input channels, grabbing the speaker volume matrix: for( int inputChannelIndex = 0; inputChannelIndex < info->inputConfig.uNumChannels; ++inputChannelIndex ); ... AK::SpeakerVolumes::VectorPtr outputMix = AK::SpeakerVolumes::Matrix::GetChannel( info->pVolumes, inputChannelIndex, outputChannelCount );So my question is how ...
Michelle (Hebert) Thomas
Creators Directory
Experienced with integration of Game Audio using Wwise on AAA games. Specialize in Sound Design, Mix, Vocal Process Design, Dialog Editing, and experience with localizing audio.
Vapor Trail Productions
Creators Directory
Audio production company headed by composer/sound designer Tom Zehnder. Specialties include: songwriting, song and music production, score composition linear and interactive, sound design, voice over direction, sound editing, re-record mix, post-production audio.
GCVRS
Creators Directory
Lead for the team, their focus is on delivering high-end spatial sound design with in-depth client creative participation during the mix process, all encapsulated into a seamless and efficient workflow. In October 2017 the company unveiled the world’s first specialist studio for 3D audio featuring an Exigy wide dispersion 56 speaker installation. The studio space is uniquely adaptable to integrate ...
be Blue
Creators Directory
beBlue is a sound and music studio specializing in games, videos, VR (virtual reality), and interactive media. With a THXpm3 certified studio; which corresponds to Dolby Atmos format, we have experience in working on console titles of atmos mix, sound designing, and foley. Also in voice recording for cell phone games, editting, and sound designing for amusement rides and events. We cover formats from ...
DFAD
Creators Directory
Audio Implementation, File Integration (Routing, Systems, Modulations), Parametrization, Acoustics Dynamics, Real Physical Objects Binaural Simulation, Platform Performance Optimization, Mix and Loudness Optimization, Audio Debug Tests. Engines, Middleware and Platforms audio porting: FMOD, Wwise, Unreal 4, CryEngine, Unity, Xbox One, PS4, Wii U, PC, Mac, iOS, Android incl VR/AR/MR platforms, C++ ...
Giovane Agapito | Professional Audio
Creators Directory
Our services: - SOUNDTRACK - - SOUND DESIGN - - MIX & MASTER - - EXECUTION -
Rev Rooms
Creators Directory
are a game audio co-development studio who create assets, original recordings, mix audio to picture at Hollywood quality, and provide a full integration service into all game engines, including UE4, UE5, Unity and Lumberyard. We are made up of of audio designers and coders with the full skillset to either supplement or completely replace your in house audio team.