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Wwise SDK
AK::Win32::DeviceProperties ppSystemAudioObjectMetering : AkOutputDeviceMeteringCallbackInfo PreCreateOrModify() : AK.Wwise::ISourceControl Prime() : AK::Hash32 , AK::Hash64 priority : AkAudioObject , AkAutoStmHeuristics , AkIoHeuristics ProcessBiquadFilter() : AK::IAkPluginServiceMixer ProcessInterpBiquadFilter() : AK::IAkPluginServiceMixer ProcessPairedBiquadFilter() : AK::IAkPluginServiceMixer ...
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Wwise SDK
LAST_POLICY >::IteratorEx pProps : AK::Win32::DeviceProperties ppSystemAudioObjectMetering : AkOutputDeviceMeteringCallbackInfo priority : AkAudioObject , AkAutoStmHeuristics , AkIoHeuristics ProgramChange : AkMIDIEvent progress : AK.Wwise::Plugin::ConversionContext pSLEngine : AkPlatformInitSettings pStackAlloc : AkThread pStr : AkStringData< TAlloc, T_CHAR > pszFileName : AkFileOpenData ...
struct_ak_audio_object-members
Wwise SDK
AkAudioObject &in_src)AkAudioObjectinline cumulativeGainAkAudioObject instigatorIDAkAudioObject keyAkAudioObject kObjectKeyMaskAkAudioObjectstatic kObjectKeyNumBitsAkAudioObjectstatic objectNameAkAudioObject positioningAkAudioObject priorityAkAudioObject ResetState()AkAudioObjectinline SetCustomMetadata(CustomMetadata *in_aCustomMetadata, AkUInt32 in_uLength)AkAudioObjectinline SetName(AK::IAkPlug ...
struct_ak_auto_stm_heuristics-members
Wwise SDK
Wwise SDK 2024.1.8 AkAutoStmHeuristics Member List This is the complete list of members for AkAutoStmHeuristics, including all inherited members. fThroughputAkAutoStmHeuristics priorityAkAutoStmHeuristics uLoopEndAkAutoStmHeuristics uLoopStartAkAutoStmHeuristics uMinNumBuffersAkAutoStmHeuristics
struct_ak_io_heuristics-members
Wwise SDK
Wwise SDK 2024.1.8 AkIoHeuristics Member List This is the complete list of members for AkIoHeuristics, including all inherited members. fDeadlineAkIoHeuristics priorityAkIoHeuristics
Welcome to Wwise 2024.1.8
Wwise Help
Includes conceptual and procedural information on how to enhance the rich and immersive game environments using a variety of properties and behaviors, effects, motion, positioning settings, and playback priority.Creating interactive music - Includes an overview and introduction to the Interactive Music concepts in Wwise, along with extensive procedural information on how to create ...
Defining absolute properties
Wwise Help
For more information about effects, positioning, and advanced properties, refer to Managing Effects, Defining positioning, and Managing priority.Overriding parent propertiesIf you need to specify different absolute properties for a particular object, you can always override the parent's properties and set new ones. Be aware that when you override the settings for an object, you override the property ...
Defining the properties of a bus
Wwise Help
ShareSets to Wwise objectsControlling property values using Game ParametersAssigning States to objects and bussesManaging priorityDefining the relative properties of a busRelative properties can be defined for each bus within your hierarchy. Relative properties are cumulative, which means that the property values for a bus are added to the child objects below it. There are relative properties that ...
Using side-chaining
Wwise Help
Output Bus is reduced in response to the increased volume of the metered sound. A common approach is to set a priority system first among objects of the same categories and then between the categories. For example, following this rule, a game can decide that the playing character’s (PC) weapon sounds are more important than the non-playing character’s (NPC) weapon sounds.
Containers, you introduce a situation where you are incapable of specifying an order of importance for all transitions, because they are defined in multiple distinct sets, each with a catch-all rule, and no relationship of priority exists between parent-child music switch transition rules. Consequently, if there are competing transition rules, it may be difficult to track the active music transition.
Working with amplitude envelopes
Wwise Help
The rationale for this comes from the following paradox: HDR acts as a priority system based on loudness, but the softer parts of a loud sound should not be given as much importance. For example, the decaying tail of a grenade sound has very low importance compared to the transient, and thus should not cover up the impact of a shotgun, even though the former is technically louder, on an absolute scale.
Working with Wwise
Wwise Help
Getting to know the Property Editor—an overview including dynamic mixing techniques using playback limit, distance-based priority, and virtual voice behavior.Getting to know the Contents Editor—an overview for a variety of object types, adding and reordering objects, dragging objects between panes, expanding and collapsing lists, and auditioning objects and sources.Getting to know the Transport ...
Common tabs and categories: music objects
Wwise Help
MIDI playback of music objects in your Interactive Music Hierarchy. Advanced category: music objects to define the advanced playback priority of music objects in your Interactive Music Hierarchy. NoteThe Transitions tab is only available for Music Switch and Music Playlist Containers. The Stingers tab is available for all music objects except for music tracks. Also see Common tabs ...
Common tabs and categories: audio structures
Wwise Help
Actor-Mixer or Interactive Music Hierarchy. Advanced category: Actor-Mixer Hierarchy objects to define the advanced playback priority of the objects within the Actor-Mixer Hierarchy.
Errors Reported in the Capture Log
Wwise Help
Support with this information.Invalid file header.Invalid file size for ... at path ...Invalid floating point value detected : non-finite(or NaN) priority.Invalid float in parameter ... of function ...Invalid parameter ... in function call ...Invalid plug-in execution mode.Invalid State Group ID.Invalid transform in function ...I/O settings incompatible. Block size must be between one and Granularity ...
Voice starvation.
Wwise Help
CPU intensive than the rest, in many quality settings).Connect a code profiler to your game and check if there are other threads with equal or higher priority that may be pre-empting the audio thread.Make sure your sound engine thread priorities are higher than the normal game threads.
Performance Monitor Settings
Wwise Help
Depending on the platform, and the priority of other threads running on the same CPU core, this number can get a lot higher than actual CPU usage of the sound engine. Still, you can trust it as a '% of audio capacity', meaning that if it gets close to 100% the audio will most likely starve. Hardware Audio Decoder Usage: The percentage of the Hardware Audio Decode resources that is being ...
Voices
Wwise Help
HPF really applied on the main voice pipeline, this value includes the Base HPF, the Occlusion HPF and the cone-distance attenuation HPF. Priority The importance given to the object in relation to other objects within the same hierarchical structure. Virtual Indicates when the object is in the virtual voice list. Over Limit ...
Glossary
Wwise Help
BuilderAn application used to create the virtual environment of your game.Wwise-specific terminologyAbsolute Property Properties, such as positioning and playback priority, that are usually defined at the top-level parent object and automatically passed down to each of the parent's child objects. You can override the top-level parent properties by defining these properties at a different level ...
Release Notes - Wwise Unity Integration 2019.2.0.7216.1681
Wwise Unity Integration
Rooms are now automatically the highest priority, active and enabled room that overlaps the front and back positions of an AkRoomPortal. As a result of this, the SpatialAudioTutorial Unity scene's AkRoomPortal Component Baker was removed.