Wwise Versions
- Sample Project
- Wwise Fundamentals
- Wwise Help
- Wwise SDK
- Wwise Unity Integration
- Wwise Unreal Integration
Other Documentation
- Strata
- ReaWwise
- Audiokinetic Launcher
- Wwise Audio Lab
- Wwise Adventure Game
- GME In-Game Voice Chat
- Meta XR Audio
Certification Courses
- Wwise Fundamentals (2024.1)
- Wwise Interactive Music (2021.1)
- Wwise Performance Optimization (2023.1)
- Wwise Unity Integration (2023.1)
Other Sources
- Website
- Videos
- Plugins
- Creators Directory
- Q & A
- Blog
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 ...
Walder Martinez
Creators Directory
Composer | Sound Editor | Re-Recording Mixer — Game, Film, TV & Streaming Audio Post-Production I help filmmakers, producers, and studios bring their stories to life through world-class sound design, custom foley, original scoring, and high-end mixing — fully compliant with all industry standards for cinema, TV, and streaming platforms. About Me I am a Composer, Sound Editor, and Re-Recording ...
Game: Overwatch Wwise Tour 2016 - Audio in Overwatch by Blizzard Entertainment. Filmed in Montreal on June 20th 2016 at Centre Phi. Presented by Scott Lawlor, Project Audio Director at Blizzard Entertainment and Tomas Neumann, Senior Software Engineer 2 at Blizzard Entertainment. Wwise by Audiokinetic. https://www.audiokinetic.com/ While the previous video, A Clear Mix, focused on showcasing how they ...
They, therefore, decided that the music needed to be perceived as a linear experience for the player. Technically, the music uses a mix of States and Switches. These States control day/night cycles, generic combat, and Gwent tracks, while the Switches control dialogue music, cut-scene cues, custom gameplay, and boss combats. RTPC?s are also used for exploration vs. threat music. Marcin explains ...
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 ...
Click 01:14:50 Compositional Process: Approaches to Prepared Materials for Recording 01:16:40 Auditioning the Material: Initial Mix, Implementation, and In-Game 01:23:13 Music System: Reducing the Media Footprint 01:25:19 Music System: Pushing towards the limitations of your tools 01:28:56 Music System: Cutscenes and Music Re-use (Wwise) 01:34:52 Expressing what the game is saying with music 01:39:28 ...
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.
Scalable Audio in Hyper Light Breaker: Crafting the Soundscape of Procedurally Generated Worlds
Videos
Multi-Positioned Audio 01:59:16 (Video) The Machine What Eats Sound 02:01:27 Scalable and Modular Wwise Project 02:18:53 Actor-Based Mix Structure 02:24:58 Q&A Break 02:36:38 (Video) Sidechaining 02:40:00 Flexible Sidechaining 02:48:33 Audio That Adapts 02:49:38 Followup Q&A 03:07:13 Wrap Up --- Audiokinetic: https://www.audiokinetic.com/ Audiokinetic Blog: https://blog.audiokinetic.com/en/ ...
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 ...
If I do get it to work, then when I drag the event into the mixer as part of a session, then it automatically goes back to playing the full sound file, and not selected part of the file that is associated with the event. If i then go back to the event, the event now also plays the full source file and not the selected part of it that it had been playing prior to being dragged into a session. Please ...
Wwise 2010.1.3 Now Available Wwise 2010.1.3 is now available for download (released on September 14, 2010). It contains a few bug fixes over version 2010.1 which was packed with many new exciting features, including: Mixing Desk (see the new video tutorial) External Sources New “Seek” Event Action Multiple levels of sub-mixing Conversion ...
Wwise 2010.1.2 Now Available Wwise 2010.1.2 is now available for download (released on August 5, 2010). It contains a few bug fixes over version 2010.1 which was packed with many new exciting features, including: Mixing Desk (see the new video tutorial) External Sources New “Seek” Event Action Multiple levels of sub-mixing Conversion ...
Interactive audio is playing a key role in providing added realism and immersion for virtual training solutions, within the virtual, augmented and mixed reality spaces. “We see demand for interactive audio expanding from gaming, to a wide range of other related technologies,” said Martin H. Klein, President and CEO of Audiokinetic. “Simulation and training solutions such as Virtual Attain® are ...
Kristiansson (Audio Programmer), and Anne-Sophie Mongeau (Senior Sound Designer) explore their approach to split screen, the mix, the sound design, the performance, and the music. This interview brings to light the technical solutions that enabled them to deliver a high-quality audio experience while setting new standards for audio in games that fall within the same category. Split Screen Can you ...