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John Svartberg
Creators Directory
I’d be happy to assist you in enhancing your game with realistic sound assets or an interactive score that spellbinds the player. If you need that final quality touch on an already finished project, podcast or mix I can also help you out with other sound related tasks such as editing, mixing and quality assurance. Looking forward to hear about your next vision!
Before sounds could be spatially positioned, the Baldur's Gate 3 audio team faced a monumental task: overhauling their sound categorization and bus structure within Wwise to create a welcome simplicity when it was time to mix. With so much content, their initial categorization system wasn't precise enough to facilitate the final mix. Matheus details this essential, complex process, explaining how ...
Hello, I have a problem in lesson 3, Using a Single Sound For Multiple Applications. I make click in the sound "copy" and the i to default work unit in actor mixer hierachy but "paste" buttom is dissabled. What happens?? Thanks
Hello, I'm interested in using a high accuracy sequencer in unity to call sounds in the Actor-Mixer Hierarchy. Currently, if I do the naive thing and just call "AkSoundEngine.PostEvent" the timing is off. I'm wondering what the correct approach is here (aside from just using the interactive music system within wwise itself). Anyone have experience doing this?. The accurate sequencers I've found for ...
For instance, say we've got an Actor-Mixer with these sounds inside. > Actor-Mixer >> Sound SFX 01 (override parent enabled) >> Sound SFX 02 (override parent disabled - inherit parent settings) >> Sound SFX 03 (override parent disabled - inherit parent settings) In runtime the Sound SFX 01 will take up a tiny bit more about of memory, because it will need to "remember" its own individual settings ...
Hello! I am new to wwise. I created a new project for practice and tried to load some samples and play them. Although the mixer show signal, I am not able to hear anything. Also the CUBE game that I am trying to play has no sound! Kindly help. Regards Nidz
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 ...
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 ...
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. 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. ...
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. ...
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 ...
Christopher Bolte
Creators Directory
Hi, my name is Chris and I'm a sound designer for video games, passionate field recordist, mix engineer, and sometimes composer.
義大 菖蒲田
Creators Directory
スタジオの業務としてprotools、studio one、Cubase、wavelab、R X、premireなどを用いて歌ってみたやオーディション音源のレコーディング、ディレクション、ボイストレーニング、MIXマスタリング、作編曲、撮影、動画編集等を行っている。 その傍ら、資料作成、アポ取り、営業、ディレクション、実行、までのプロセスを基本とし、内閣府認定NPO法人ジャパンフォレストフォーラムと提携し以下のプロジェクトを行っている。 ・女子美術大学のオンライン授業の教材にて撮影、動画編集、BGM制作。 ・交通省認可の元糸魚川市の祭り事の際に撮影、動画編集、BGM制作。 ・夜神楽などの文化支援復興と目的とし、レコーディング、撮影、動画編集などの業務を担当している。 その他Vtuberや地下アイドルなどに楽曲提供。 V系アーティストneon.楽曲「アメノチヒカリ」にてピアノデータを担当。 ...
Glenn Peacock
Creators Directory
My platform includes a state-of-the-art 7.1.4 Dolby Atmos and Sony 360RA mix room, alongside a 14-channel immersive live room, optimized for real-time 3D audio programming using systems from Meyer Sound, d&b audiotechnik, and L-Acoustics. This allows me to explore and deliver innovative spatial soundscapes across both virtual and physical domains.
Jake Kargl
Creators Directory
Hi! My name is Jake and I'm an audio/dialogue designer based near Seattle. I’ve worked on the dialogue for High on Life, a narrative-based sci-fi FPS game from Squanch Games, and have designed audio for a variety of smaller game projects. Apart from working in games, I have also contributed to several interactive audiobooks as an audio designer, all released by Novel Effect. No matter what project ...
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 ...
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 ...
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.