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Wwise SDK 2024.1.7 Creating an Actor-Mixer Creates a new virtual folder called 'Guns' under the default work unit. If a folder with the same name already exists, it automatically finds a unique name. Function URI ak.wwise.core.object.create Arguments { "parent": "{a9129d80-07e0-11e7-93ae-92361f002671}", "type": "ActorMixer", "name": "My Actor-Mixer" } Result { "id": "{66666666-7777-8888-9999- ...
ActorMixer
Wwise SDK
Wwise SDK 2024.1.7 ActorMixer Plugin ID: 8 Class ID: 524304 Refer to ak.wwise.core.object.setProperty, ak.wwise.core.object.setReference and ak.wwise.core.object.set to set properties and references with WAAPI. Also refer to Querying the Wwise Project to learn how to query properties and references. Refer to ak.wwise.core.object.create and ak.wwise.core.object.set to add objects to lists ...
MixingSession
Wwise SDK
Wwise SDK 2024.1.7 MixingSession Plugin ID: 53 Class ID: 3473424 Refer to ak.wwise.core.object.setProperty, ak.wwise.core.object.setReference and ak.wwise.core.object.set to set properties and references with WAAPI. Also refer to Querying the Wwise Project to learn how to query properties and references. Refer to ak.wwise.core.object.create and ak.wwise.core.object.set to add objects ...
Wwise SDK 2024.1.7 Wwise 3D Audio Bed Mixer Plugin ID: 190 Class ID: 12451843 Refer to ak.wwise.core.object.setProperty, ak.wwise.core.object.setReference and ak.wwise.core.object.set to set properties and references with WAAPI. Also refer to Querying the Wwise Project to learn how to query properties and references. Refer to ak.wwise.core.object.create and ak.wwise.core.object.set to ...
Wwise SDK 2024.1.7 AKIAkMixerInputContext List of all members | Public Member Functions AK::IAkMixerInputContext Class Referenceabstract Interface to retrieve information about an input of a mix connection (for processing during the SpeakerVolumeMatrix Callback) More... #include <IAkPlugin.h> Public Member Functions virtual IAkVoicePluginInfo * GetVoiceInfo ()=0   virtual ...
Wwise SDK 2024.1.7 AKIAkMixerPluginContext List of all members | Public Member Functions | Protected Member Functions AK::IAkMixerPluginContext Class Referenceabstract Interface to retrieve contextual information for a mixer. More... #include <IAkPlugin.h> Inheritance diagram for AK::IAkMixerPluginContext: Public Member Functions virtual AkUInt32 GetBusType ()=0   virtual ...
Wwise SDK 2024.1.7 AKIAkPluginServiceMixer List of all members | Public Member Functions | Protected Member Functions AK::IAkPluginServiceMixer Class Referenceabstract Interface for the "Mixer" plug-in service, to handle mixing together of signals, or applying simple transforms. More... #include <IAkPlugin.h> Inheritance diagram for AK::IAkPluginServiceMixer: Public ...
AkMixerInputMap
Wwise SDK
Wwise SDK 2024.1.7 List of all members | Public Types | Public Member Functions AkMixerInputMap< KEY, USER_DATA > Class Template Reference AkMixerInputMap: Map of inputs (identified with AK::IAkMixerInputContext *) to user-defined blocks of data. More... #include <AkMixerInputMap.h> Inheritance diagram for AkMixerInputMap< KEY, USER_DATA >: Public Types typedef ...
AkMixerInputMap.h
Wwise SDK
Wwise SDK 2024.1.7 AKPluginPluginServices Classes AkMixerInputMap.h File Reference #include <AK/SoundEngine/Common/AkTypes.h> #include <AK/SoundEngine/Common/IAkPluginMemAlloc.h> #include <AK/Tools/Common/AkArray.h> #include <AK/SoundEngine/Common/IAkPlugin.h> Go to the source code of this file. Classes struct  AkInputMapSlot< KEY, USER_DATA >  Structure ...
Wwise SDK 2024.1.7 AKPlugin Ak3DAudioBedMixerFXFactory.h File Reference Go to the source code of this file.
AkMixerTypes.h
Wwise SDK
Wwise SDK 2024.1.7 AKSoundEngineCommon Classes | Namespaces AkMixerTypes.h File Reference #include <AK/SoundEngine/Common/AkTypes.h> Go to the source code of this file. Classes struct  AK::AkBiquadCoefficients  Coefficients to be used for application of digital biquad filters. More...   struct  AK::AkBiquadMemories  "Memories" storing the previous state of the digital biquad ...
Table of ContentsUsing an Existing Music Segment as a TemplateCopying the Template ObjectClearing the ClipsBatch-Renaming the Music TracksImporting Audio Files to Music TracksImporting Multiple Files to Music Sub-TracksCombining Sequential and Layered StructuresFinishing the Combat MusicImporting the Remaining AssetsBuilding the Playlist Structure Now that you have a fundamental understanding of ...
A voice that was going to be sent to the system separately as a discrete 3D Audio Object will be mixed instead. This is because too many discrete 3D Audio Objects are already playing. 3D audio systems that support discrete objects generally limit how many can play concurrently. For example, Windows Sonic for Headphones on Windows 10 can support up to 112 individual 3D objects (refer to Microsoft's ...
The current configuration of the system requires a certain number of Audio Objects to work properly. However, the initialization settings restrict this amount. While it is good practice to limit the number of Audio Objects, the minimum must be allowed in order to have all sounds playing as intended. Any sounds intended as 3D Audio Objects that exceed the limit will be mixed in the audio bed.Note that ...
The result is that any Audio Object that would normally have been sent out as a System Audio Object will instead be mixed to the Main Mix. Probable causes:The Wwise authoring tool is reserving all system objects, preventing the game running on the same PC from using them.Another game or application using Microsoft Spatial Sound is running in the background.Recommended resolution steps:If you are trying ...
The Microsoft Spatial Audio system doesn't have enough Audio Objects available. Any sounds intended as 3D audio objects that exceed the limit will be mixed in the audio bed.Recommended resolution steps:Close other applications using Audio Objects. (Windows only)Disable the use of Audio Objects. See Reserving system audio objects.See also Enabling 3D Audio. for more information on setting up 3D Audio.
This error occurs when two sounds with different channel configuration are set up to play one after the other in a sample-accurate transition. Such transitions can exist in Random/Sequence Containers, in Interactive Music, and when using the Dynamic Sequence mechanism in code. The sound will be stopped.Recommended resolution steps:Identify the sounds involved and change their Conversion Settings in ...
Sometimes it is necessary to mix various sources into a single chat signal before it is sent to other players in the chat room. For example, one of the players might be able to act as a DJ for the rest of the group. In this case, the music might come from many different sources, so it is best to set the GME Send effect plug-in to a bus instead of to each individual ...
AK_71FROMSTEREOMIXER
Wwise SDK - Windows
Wwise SDK 2024.1.7 AKSoundEnginePlatformsWindowsAkTypes.h ◆ AK_71FROMSTEREOMIXER #define AK_71FROMSTEREOMIXER Definition at line 84 of file AkTypes.h.
AK_51FROMSTEREOMIXER
Wwise SDK - Windows
Wwise SDK 2024.1.7 AKSoundEnginePlatformsWindowsAkTypes.h ◆ AK_51FROMSTEREOMIXER #define AK_51FROMSTEREOMIXER Definition at line 85 of file AkTypes.h.