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
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  • Creators Directory
  • Q & A
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ILYA ALIAKSEYEU
Creators Directory
Audio Production Leader with 10+ years delivering immersive sound experiences across mobile apps, TV, film, games and branded content. I specialize in end-to-end sound design, voice-over direction, localization workflows, and cross-functional team leadership.
Kielen King
Creators Directory
Monarkie Music creates Cinematic Hip Hop, Downtempo, & Electronic Hip Hop music — specializing in compositions that are filled with dramatic soundscapes, auditory escapism, and a heavy hip-hop influence. Monarkie Music also provides podcast and audio production services.
Nik Stokes
Creators Directory
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Creators Directory
As a freelancer in the music industry, I've engaged in recording, editing, mixing, mastering, and breathing life into music in live performances with playback engineering. These experiences have provided me with a perspective that bridges the gap between studio work and live artistry. I also worked in post-production. My journey led me to take on roles as a dialogue editor and mixing engineer in a ...
Random containers were duplicated in several structures in the Actor-Mixer Hierarchy. If you wanted to turn down surface sweeteners, you had to look in 17 different places. This allowed us to be very flexible in how they were mixed, but ultimately made mixing efficiently impossible.For Jurassic World Evolution 2 we wanted to have everything in one work unit, which was easy to maintain and less prone ...
Raptidon run rhythm        Mantisaur attack rhythm      IMPLEMENTATION & TUNING Sound Object Structure We organized our creature Actor-Mixers by creature sound type which allowed us to have very granular control over important parameters like Priority and Voice Limiting. We also used slightly different Positioning settings on each mixer. For instance, foley sounds used relatively tighter attenuation ...
Wwise 2012.2 Now Available Wwise 2012.2 is now available for download (released on September 5th, 2012). This new release focuses on new features, workflow enhancements, performance and bug fixes. Here is an overview of some of the new features. Auxiliary Busses and Sends Volumes Objects from the Actor-Mixer and the Interactive Music hierarchies can now send a ...
When delivering sound for a film, delivering a Pro Tools session for the length of the film that then goes to mixing is the standard. For games, there’s the big additional task of implementation where the sounds are integrated into the game engine so that they get triggered correctly throughout the game.  Game audio sound designers may or may not have the task for integrating the sounds, and may create ...
Using the same implementation tool in multiple projects allows us to use similar approaches such as dynamic mixing, packaging assets (SoundBanks), templates and presets. Since we’ve been using Wwise as our go-to middleware for a while now, we maintain a template Wwise project in a repository as a blank(ish) project to use as a basis for any new project. The template project has certain settings to ...
Mixing audio for VR & AR games and experiences can be tiresome. In this blog, we'll provide the first insights into Dear Reality's upcoming solution, dearVR SPATIAL CONNECT for Wwise, which facilitates gesture control of Wwise in game engines like Unity. About Dear Reality At Dear Reality, we are working on immersive audio solutions to make spatial audio mixing less technical and ...
Since the sounds are all going through the same bussing structure regardless of color, all the dynamic mixing is maintained. Is it interesting to total up the possible combinations of sounds for a single saber? OC: Each lightsaber is made up of around 20 unique swing articulations with about 6 variations each, an idle loop, and on and off sound with about 4 variations. So, in total, about 130 individual ...
In the Actor-Mixer setting panel,the "Use Game-Defined Auxiliary Sends" should be checked to activate the reverb FX with AkEnvironment.
Summer of Beta 00:12:12 Strata - New Sample: Physics 00:13:34 Wwise Community - Airwiggles Implementournament 00:15:58 Dynamic Mixing - Baldurs Gate 3 00:17:07 Audiokinetic in the Community 00:23:24 Flock - Developer Introductions 00:27:00 Flock - Game Introduction 00:30:33 Development Trust 00:31:27 Voice Design for Birds 00:37:58 Musical Melodies Tuneful Illustrations 00:42:03 Bird Voice Process ...
Hi all, I'm a bit of a Wwise newbie so I'm hoping my issue is a minor one due to user-error that is easy to resolve. I'm using a recent version of Wwise as the audio engine for a Unity 6 Quest-VR project. In the project I'm playing back a bunch of looping music stems (as SFX in the actor-mixer hierarchy) that are all 16bit, 48KHz mono wav files. I'm not binauralizing the audio, but am using 3D playback ...
PS5 games, where it’s hardware-accelerated and acts after all the 3D audio processing.Ideally, the game audio is already mixed well, different output configurations have been accounted for, and the Mastering Suite is only used to apply occasional peak limiting, mainly when unforeseen events occur in-game. However, reality often presents challenges stemming from the diversity of acoustic environments ...
The loudspeaker itself is a spatialized sound emitter in the virtual world – the source of the audio just happens to be a mix of sounds that are occurring at another part of the level.  We will even apply a futz effect to the mix to mimic the lo-fi transmission of the signal and distortion through the loudspeaker. Wwise 2017.1 introduces the ability to preform 3D spatialization on an audio signal ...
Stefano La Civita
Creators Directory
Artist, producer, audio engineer & award winning film composer & sound designer with 10+ years of experience across many genres.
Jean-Sebastien Robitaille
Creators Directory
As a sound technician and mixer, I’ve collaborated with globally recognized brands such as Toyota, Bumble, L’Aubainerie, Expedia, Old Spice, Corona, Énergir, and the governments of Canada and Quebec. As a composer, I’ve had the privilege of crafting music for an array of projects, including over a dozen video games tied to iconic franchises like Ghostbusters, Voltron, Lord of the Rings, and Doritos ...
This resolves the issue where audible voices were occasionally discarded by inaudible voices. Sounds over the playback limit can now go virtual instead of simply being killed. At the Actor-Mixer hierarchy level, limits can be set globally or per game object. A global maximum number of physical voices can now be set per platform. Solo & Mute Solo ...
Then I would go head-down and mock up different arrangements and mixes inside of Ableton using videos of our latest project and the original album stems that Nigel had prepped for the exhibition. Nigel did a ton of work remixing, re-arranging, and creating new versions of the material - he really made this special. So we’d make these roughly scored videos to agree on the layout, loop & trigger ...