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
I searched through various esoteric books and detected a correlation among the astronomical objects and the major scale modes (Ionian, Dorian, Phrygian, Lydian, Mixolydian, Aeolian and Locrian). I then asked myself,“How can I change modes during the performance while I play the keyboard and shape synths sounds?“I found the answer in Wwise.But first, let's talk a little about music theory so that we ...
The Blend Container can be a powerful sequencing and mixing tool. Simply learning its functions can bring all sorts of new ideas into the mind of a game sound designer. This is especially true when combined with the power of the RTPC, and a good amount of brainstorming with your game designer and programmer. I am going to share a recent Blend Container idea with you. It can be a great method for “painting” ...
Uncharted Territory, Pun Intended What Songs Tell Us About All Interactive Music  "Interactive Songs are a Worthy and Unsolved Challenge."--Albert Einstone, who is somebody I made up   Area Fat Man Thinks about Two Things Thing One: As a songwriter, I think a lot about all the little bits that go into writing, performing, arranging, recording, and mixing a song. Words, chords, and lyrics. All the ...
PlayStation platform, the processing is offset to the low level audio system, and the process is applied after all the main game ports and the background music mixing stage. This means that the processing is done entirely on the system allocated resources and mastering has no impact on the game CPU resources. This will also be the case when Wwise is used to author games for PlayStation. Mixing, Mastering ...
It was crucial to receive audio files with enough volume consistency on one hand - ready to be used during the game production - but with enough dynamic to let us make a final treatment before the mix on the other hand. So we set up recommendations and guidelines with the studio. Broadly speaking, they had to send batch files with a -25 LUFS average without any individual normalization - it would ...
Note that I turn it down quite a bit in the final mix. These layers set up the beginning of the mechanics of the footstep.Looking at the Footstep Blend Container, I just made some minor mix adjustments in Wwise after transferring everything over from REAPER (i.e. pitch adjustments). The footstep impact sound is one of the louder sounds in the mix, which is the counterpoint to the “Constant Hard” servo ...
Clicking the ellipsis next to the “Start From” box will open up a window where you can select a place in the Actor Mixer Hierarchy or the Interactive Music Hierarchy or the entire project. Wherever you choose, the Query will perform a recursive search from there. So if you choose the Actor Mixer Hierarchy it will search every structure in every Work Unit, whereas if you select a single Work Unit, ...
We randomized the instrument locations so they would be close to the player but also located in slightly different places, allowing the player to ‘sit in the mix’ in a unique way each time they went through a level. Add in the doppler effect of whizzing by enemies and narrowly avoiding bullets, and there’s a full soundscape throughout the game!We defined custom attenuation for each of the stems to ...
Pinguin
Creators Directory
Specialist for Virtual Acoustics. We optimized ways to get High Resolution 3D HDIR's, "acoustical fingerprints" of any environment. We created and delivered 2010 acoustical models for the convolution plugin of wwise and other manufacturers of highest quality natural sounding 3D reverb engines. We also invented and implemented for AuroTechnologies the upmixer for the Auro3D format called Auromatic ...
What is a good number to target for physical voices? This could become more of a design question and more about how a mix should sound. While keeping in mind that each voice does not take the same amount of CPU, the average numbers usually seen in any type of game are between 30 to 70 physical voices. The number of channels, the built-in properties applied (such as LPF, HPF, and pitch), and the different ...
YM2612, the famous chip of the Sega Genesis) and retro synths to create “classic-sounding” melodies and sound effects, then we mixed them with modern production elements. For example, we did several foley sessions (all the impacts, destructibles and motorcycle sounds were recorded by our means) and the music includes live guitars and flutes. Can you talk about performance and stability of Wwise ...
Additional conversation around building a weapons system that can be mixed-and-matched, the beauty of gameplay systems built with audio in-mind, and interactive music methodologies make this a special segment.   Wwise Partners Krotos Igniter Krotos released their Igniter Live Plug-In in Wwise with the Launch of 2019.2 (and available in 2019.1) bringing another option for the realistic simulation of ...
Anywhere that supports Work Units except for the Music Hierarchy and the Master-Mixer Hierarchy.The other thing to keep in mind is that you want to have an organized Originals folder, with all the sound effects for a given feature in its own Originals sub-folder: Creating the Temp Future Stream Wwise Project 1. When we are ready to begin development on new features in an upcoming stream, we duplicate ...
I import a sound and does it have to be a WAV file? To import a sound, find a WAV file on your computer and drag it into the Project Explorer's Actor-Mixer Hierarchy. The Audio File Importer will appear, allowing you to choose how the file should be imported and what type of object it should become. Not sure how you'll be using the sound in Wwise? Don't worry, you can always change the object type ...
Importer view has been redesigned to speed up the import process and to allow the creation of audio objects directly at the import stage: Hierarchies of folders containing *.wav files can now be imported. Folders, actor-mixers and containers can now be created directly from the Audio File Importer view. Imported hierarchies can be merged with existing objects in the project.
Wwise 2014.1 Public Beta 2 is now available to all! It’s our largest release since the initial launch of Wwise back in 2006, and it’s chock full of cool new features! MIDI (Sampler and Synth) Wwise Synth One Source Plug-in Mixer Plug-in Framework New Plug-in technology partners (Auro3D, IOSONO) LFOs and Envelopes Control ...
RTPCable sound properties. High Pass Filter alongside every LPF. New attenuation property: Focus. Mixer plug-in framework. New plug-in technology partners (Auro3D by Auro Technologies & IOSONO by Barco NV) Control surface support (Mackie and MIDI protocols). Game parameter interpolation. Built-in game parameters such as distance, azimuth ...
Atmos has been embraced by all the major Hollywood studios, 15 Academy Award-winning directors, and 28 Academy Award-winning sound mixers, among others. To learn more about Dolby Atmos, visit www.dolby.com/Atmos About Audiokinetic Audiokinetic sets new standards in audio production for interactive media and games. The company’s middleware solutions, ...
MBC is an efficient, transparent multiband compressor plug-in, carefully designed for real-time mastering of a game's audio mix.  WAAPI  Since its introduction with Wwise 2017.1, WAAPI has had very good reception amongst software developers. We have seen Wwise integrations built for REAPER and Soundminer, and game studios have also started to use WAAPI alongside their in-house tools, including game ...
I very much love the period in which the game was set, and the mix of historical events and characters with magical and sci-fi elements was very appealing to me. I also liked the idea of a gameplay that implies the alternate use of Kit and Hodge to proceed in the adventure, and the use of an “Impressionist Filter” that gives the game a peculiar and beautiful visual aspect. But I forgot to mention ...