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
Panning Keyboard Shortcuts Changes Shortcut Menu Updates WAQL WAAPI Plug-ins Reflect Workflow Simplification 3D Audio Bed Mixer Plug-in Time Stretch Improvements Integrations Unreal Support for Auto-Defined SoundBanks Unreal Engine 5.0 SDK Third-Person Listener Spatial Audio Geometry Performance Improvements Large World Support RTPC and Switch Performance Improvements Improvements to Custom Scheduling ...
The growling sound and the dark color of the spinner mix together, which highlight the coldness of machinery. Then, the camera rises along the trajectory of the spinner. The visual movement and sound variation of the spinner draw the audience's attention to the distance, which strengthens the depth of the screen. On K's way back to the police station at the end of the mission, the screen shows a panoramic ...
Studio X Labs had the distinct privilege of providing comprehensive sound design, audio programming, in-game mixing, and playback systems for Reverse Collapse: Code Name Bakery. This project marked our first long-term collaboration with a Chinese developer. Leveraging Wwise as our audio engine was crucial to delivering an optimal audio solution. The challenge and enjoyment of creating audio for games ...
Wwise Is Only for AAA Studios When I tell fellow indie developers that we used Wwise on Inventorix, the response is often a mix of surprise and curiosity. Middleware has a reputation problem in the indie space: it’s seen as too complex, too resource-heavy, or something that only makes sense for AAA productions with branching, adaptive soundtracks and huge asset libraries.That myth keeps a lot of small ...
We produced almost 4 hours of large scale orchestral and choral based music for the project (excluding alternative mixes). The live ensemble recordings were produced in Budapest through early-mid 2017 and consumed a total of 47.5 hours of orchestra time and 21 hours with the choir to complete the sessions. Creatively, our goal was to bring alive this multicultural world, a world brimming with differing ...
Backgrounds_MainMix:[Same as Main Mix] This Audio Bus includes ambient backgrounds configured for ambisonics and quad auditioning by default. Sounds routed to this Audio Bus will be delivered to the Audio Device to be mixed according to the Main Mix channel format initialized by the endpoint, specified by the Audio Device, or as defined by an Audio Bus Configuration.3. UI_PassthroughMix:[Same as Passthrough ...
A stereo mix offers the audience a “sweet spot” where the listener will receive the most accurate positional information. Surround sound playback is two-dimensional because it can be described mathematically as existing along the X and the Y axis. The Y axis in this case represents a line which exists from the front to the back of the listening position. A Surround mix also offers the audience a “sweet ...
The end result is that lower fidelity can easily be masked in a heavy mix, in case you need extra space or CPU. Selecting a quality/bitrate setting per category of sounds can be an easy way to start, then fine-tuned where needed. If you are using a constant bitrate codec, you should make sure to give it some headroom (higher bitrate) to cover for the heavier parts of your sounds. Compression ratio ...
Intermediate spatial representation for the purpose of binauralization VR games need to render a binaural mix for headphones, produced by passing sounds through position-dependent filters called Head-Related Transfer Functions (HRTF). These filters model the interaction of sounds with the head, and can succeed in giving the impression that sounds of the game are actually coming from outside the player's ...
In NMS, how are music and sound effects interacting together? What was your approach towards mixing those 2, and do you have any recommendations on how to mix music and SFX dynamically? PW: I always mix as I go, the mix process wasn’t as difficult as you might expect and as a PS4 title, we’re mixed to the EBU R128 standard. Whilst there’s a lot of randomisation in the game, I always know the upper ...
Wwise project so that you can follow along, but it's not a problem if you do not. {{cta('5216a365-a602-48e1-ad27-6fce09d92a05')}} Feedback in the Mixing Hierarchy If you create an aux send from a bus to another bus that is lower down in the hierarchy, it is possible to create feedback loops in Wwise.  Wwise mixes audio from the leaves of the bus hierarchy and works its way up to the master audio bus.
Project Hiraeth is the world’s first video game score license to be fully adaptive, professionally mixed and mastered, and recorded with a live orchestra. It features over ninety minutes of original music, responds naturally to player choices, and comes with all the scripting needed to fully integrate into a game in under a week. This blog post explores why, and how, it was created. A GOOD MORNING ...
Paul Schreve Audio
Creators Directory
I am an AMPIA nominated Audio Engineer with over a decade of experience in roles such as a Supervising Sound Editor, Dialogue Editor, Recording/Mixing Engineer, Producer and Multi-Channel Re-Recording Mixer. Over the past 9 years, I have utilized these skills in a tertiary education setting as an instructor in the recording and production arts. I have a passion for audio as it can create worlds, direct ...
Steve Belgrave
Creators Directory
Founded in 2008 by Steve Belgrave, emixpro works with a range of clients delivering top tier sound design, music composition, production, audio mixing/mastering, editing and consultancy.
All of its sounds are in the Weapon Actor-Mixer shown in the image below. The Reflect plug-in is meant to be inserted on an Auxiliary Bus. For the weapon's sounds to be routed to the aux bus with Reflect applied, we need to enable Use game-defined auxiliary sends in the General Settings of the Property Editor. Then, we need to add an aux bus with the Reflect plug-in. In our example, the aux bus is ...
Ambisonics Since version 2016.1, Wwise has supported ambisonic channel formats for busses. Wwise takes care of encoding (mixing a non-ambisonic signal to an ambisonic bus) and decoding (mixing an ambisonic signal to a non-ambisonic bus). This allows users to mix multiple sounds in the environment to an ambisonics bus, and then convert that ambisonics bus to binaural using a 3D audio plug-in such as ...
About the Example Project Once you have the example project open in Wwise 2019.2, take a quick look around to see what Actor-Mixer objects and RTPC game syncs are included. You will see that notes are included with almost every object, to document a specific function or a related feature.In the Project, the key engine parameters which we looked at over Part 1 are as follows: 1. RTPC_Player_Example ...
Being able to mix a game that requires the music to slap and the sound effects to always be audible.3. Syncing the beat. Transitions and effects Josh Sullivan: I was in charge of all the sound for BPM. My process for creating/mixing sound is quite a strange one. I have more than a decade of experience in video production, so when it came to using a program to mix and mash the sounds that would go ...
What is the expected behaviour when mixing auto-defined soundbanks and a custom IAkLowLevelIOHook? Thank you!
They will sound louder, and sometimes much louder at the same volume level, if mixed with the string instruments (with an attack usually above 50ms). Another example is a gunshot which has an attack shorter than 10ms. It will sound even louder than the percussions. So, sometimes loudness problems can be fixed by just tweaking the asset's attack.   Duration and Reverberation The duration of a sound ...