Wwise Versions
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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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PopCap Games composer Guy Whitmore discusses the advantages of scoring your game, within the game
Blog
A common practice for games composers today is to compose and arrange fully mixed music cues in Pro Tools or Logic, then have an implementation specialist drop those files into the game. Music integration, in this case, is seen as a basic technical task. But to score a game with greater nuance, the composer would want to see the title in action while composing and arranging, working in a digital audio ...
In partnership with Dolby Atmos and Audiokinetic, the Overwatch audio team developed the game with the Dolby Atmos Binaural Mixer plug-in and Wwise. During Audiokinetic's Wwise Tour, Project Audio Director Scott Lawlor, and Senior Software Engineer 2 Tomas Neumann, presented their work. The considerations, successes and lessons learnt are demonstrated in a series of very educational Wwise Tour videos ...
The presentation was concluded with an amazing set of clips that compared the exact gameplay sequence before and after their dynamic mixing system. These clips are simply fantastic as they show exactly how much more comfortable and enjoyable gameplay becomes once you hear only what?s really important at any given gameplay moment.
Pawe? presents the initial goals for ambiance in the game, such as having: Enough content to fill this huge open world Sound variations to avoid repetition Mechanisms to mimic real world Control mixing on the fly for storytelling purposes Straightforward implementation Pawe? then shows how their global weather system has been implemented in Wwise using Blend Containers reacting to wind intensity parameters ...
Simplifying WAAPI
Blog
WAAPI, you can do things like automating audio file imports, Event creation, large property changes, generating SoundBanks, and even creating your own custom GUIs (like your own mixer). If you’re super crazy, you can even get multiple instances of Wwise to talk to each other (if you need to compare an older version of your project to a newer one, for instance—yes, I’ve done this). Sounds pretty intriguing ...
Tutorial video in Audiokinetic Wwise showing how to create Interactive Music Stingers add. To add more feedback to your interactive music, you can play stingers at key points in the game action. Stingers are brief musical phrases that are superimposed and mixed over the currently playing music. To play a stinger, the game calls a trigger that is associated with a stinger music segment.
Topics included: setting expectations when coming onto a new project as a freelance composer, whether implementation is a necessary skill for composers today, thoughts on specialization and getting pigeonholed into that specialty, how to hang on to certain rights, thoughts on mixing sound design and composition work in your portfolio and rescoring existing games in your reels, and overall advice for ...
Wwise, Interactive Music Hierarchy 1:09:49 - In-game sequence with music while muting engine sounds in authoring 1:15:05 - Mixing 1:16:40 - Object-based audio 1:24:04 - Challenges with Event-based packaging 1:29:24 - Thank you Paolo! 1:29:50 - Shoutouts to Paolo's team Links for the Livestream: What's New Beta: https://blog.audiokinetic.com/wwise2022.1-whats-new/ Migration Guide: https://www.audiokinetic.
Router to target specific hardware channels 1:01:20 - Musical Examples from the "Mountains" environment 1:05:40 - Scupltural elements and mixing considerations 1:13:50 - Flexibilty and adaptation at the event in the space 1:22:43 - Musical Examples from the "Games" environment 1:29:17 - Summary of the project 1:34:04 - Outro Audiokinetic: https://hubs.ly/H0C1vhJ0?. Audiokinetic Blog: https://hubs.
Audio with the introduction of the object-based pipeline in 2021.1, along with the creation of workflows to help guide and adapt mixes for platforms that can leverage the precision of Spatial Audio. With the ability to inform and route sounds with positioning precision, the mix can be adapted across any channel configuration, including headphone binauralization, with high accuracy. Wwise 2023.1 continues ...
Profiling 01:03:17 Wwise 2023.1 - CPU Timeline 01:04:39 Wwise 2024.1 - Memory Allocator 01:05:45 Profiling - Metering, Mastering, Dynamic Mixing 01:06:08 Profiling - Audio Objects, Game Objects, and Acoustics 01:06:35 Focused and Iterative Realtime Workflow 01:06:49 Increased Visibility and Focused Audio 01:06:56 Summer of Beta - Redux 01:07:52 Wwise Free for Indies 01:09:10 Wwise Ecosystem 01:10:02 ...
From PC to Mobile: Challenges & Breakthroughs in the Audio Development of Naraka: Bladepoint Mobile
Videos
Shanghai 2024 covers three key aspects of audio porting for mobile: adapting the game?s audio for mobile devices, implementing real-time spatial audio solutions, and designing Dolby Atmos mixing strategies. Watch as they share technical approaches, solutions, and results in Naraka: Bladepoint Mobile. 00:00:00 Project introduction 00:02:12 Mobile audio porting 00:10:49 Spatial audio solution for mobile ...
_i_ak_plugin_8h_source
Wwise SDK
... h> 40 #include <AK/Tools/Common/AkMonitorError.h> 41 #include <AK/Tools/Common/AkRng.h> 42 #include <AK/SoundEngine/Common/AkSoundEngineExport.h> 43 #include <AK/SoundEngine/Common/IAkProcessorFeatures.h> 44 #include <AK/SoundEngine/Common/IAkPlatformContext.h> 45 #include <AK/SoundEngine/Common/AkMidiTypes.h> 46 #include <AK/SoundEngine/Common/AkMixerTypes.
The correct number of audio channels can be automatically detected or specified explicitly in the plug-in's associated XML file. Channel Router The Wwise Channel Router Plug-in is a Wwise mixer plug-in that allows sound designers and developers to route and mix multiple busses with different channel configurations into a single output device. This is especially useful in LBE when a single output ...
Dynamic system uses actual team- and venue-specific audio files Original Article shared from Sports Video Group News. NFL broadcasts this season will use “enhanced” crowd sound. The league’s technology kit for this includes the Wwise platform, Audiokinetic’s authoring software for interactive media and videogames. This will let so-called audio-sweetener mixers access and mix sounds collected from ...
Audiokinetic has been a key player in the development and advancement of spatial audio, offering solutions from ambisonics, Convolution Reverb, and other mixer plug-ins, to supporting third-party binaural technologies. Today, spatial audio is quickly becoming central to the success of any AR/VR/MR project and interactive media projects at large, and our team at Audiokinetic was proud to introduce ...
Only through B-Format can we get the correct spatial position of the sounds, and then perform processing such as mixing and editing. Considering the differences in channel order, weight and quantization, B-Format can be further divided into several sub-formats. The following two are commonly used: Furse-Malham and AmbiX (ACN ordering with SN3D normalization). The former is referred to as FuMa for ...
We tried using a single asset and raising the pitch inside Wwise, pitch randomization inside a scale, and making sequences with multiple assets. We ended up with a mix of all these options, depending on the importance and the priority.For sounds that are more detailed and higher in priority, like the merges for example, we crafted unique assets for a sequence, and the sequence not only goes up in ...
How can we spatialize reverberation and how can this effect contribute to future sound mixes? Let’s explore the practical implications of some of the techniques we covered in the past articles, and examine some of the lessons learned during the development of Audiokinetic’s forthcoming dynamic early reflections technology. Hybrid reverberators With a spatial reverberator, we aim to spatialize the ...