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Music is a key part of all modern video games. You only have to look at Persona 4’s oddball mix of cheesy rock ‘n’ roll, electronica, and pop, or the grandiose instrumentation of God of War to see how far music in video games has come. Game developers will commission musicians for the sole purpose of crafting a game’s musical score. But video game music wasn’t always seen as an important part of a ...
Choosing this path of flexibility, however, does require more work upfront in order to control the sound mix like in open-world games. Wwise Reflect  . 2nd order reflections of one emitter travelling to the listener. For each bounce off a surface, the sound is absorbed partly by the defined acoustic material on the surface. For the client presentation, in the simulation we chose to listen to the office ...
To give the sound some more body, we can even add some interlocking metal and leather into the mix. Timed correctly with the visuals, this would be a great way to tie in the informational feedback of crafting with the physical satisfaction of performing the action, as well as the positive emotional connotation of successfully creating the weapon. Taking it one step further, let’s say there’s a chance ...
Wow, hello, fellow game audio folks! We would love to share with you how we used Wwise and Unreal Engine to bring the hyper-stylised musical world of No Straight Roads (NSR) to life. At Imba Interactive, we worked on the sound design and all the technical integration for NSR. Wwise has been an invaluable tool for us to realize our creative desires.  In this post, we will share a mix of implementation ...
Wwise to create this shape dynamically in a designed piece of noise.As you can see in the video, I set up a parametric EQ on the mix busses for rolling sounds, (in-picture left) then used a rolling speed parameter to control the Attack, Depth of Frequency of an LFO (in-picture right) to apply the “sound of rolling” to the noise layers. A couple of notes beyond what’s shown here:  • I’ve isolated just ...
These sound effects need to be distinguished from other combat sounds so as to have a 'heads up!' kind of feel to them to cut through the already busy mix. Therefore, it is probably wise to keep these hints 2D stereo panned or mono. The other approach is to attach the sound to a button logically, like a dodge button that needs to be pressed at the perfect moment. In these cases, if the dodge button ...
The Inception of Strata SFX library creators have produced and distributed their content in roughly the same fashion for the last four or five decades: they record, assemble, mix, and render sounds they design, and then sell them in theme-based packages to their audience. If we exclude a few exceptions, such as how BOOM Library offers construction kits of their designed sounds, there have been almost ...
This gives game developers the ability to design and mix the voice in the same audio session as other game sounds. Creating immersive voice chat for games now becomes possible. Now, let’s dive into the Wwise + GME solution. The Wwise + GME solution GME is an end-to-end voice communication system. In order to have an immersive voice chat solution in your game, it would require implementing a way to ...
Users can shape individual drum and synth sounds using the channel sliders or use several global performance-based controls to shape the whole mix. Wwise In order to achieve all the features we wanted to include in Step Sixteen, we required a versatile audio engine and Wwise was the perfect choice. Wwise provided us with a great audio backbone for making an instrument-based app. The ability to add ...
It is set on a scale between 0 and 1, which then drives the mix of these elements as you enter a new room or building.  Figure 7 video: This shows Saga moving from outside the General Store and through different room sizes, firing the weapon to demonstrate the different weapon tails. As you can see, there are many places where bugs could be introduced here. For example, the rain system partially works ...
Instead of mixing its inputs into a single buffer, multi-channel or not, an Audio Object bus gathers Audio Objects and retains their metadata. An Audio Object bus supports a dynamic number of Audio Objects, while a non-Audio Object bus may be seen as a bus that only supports a single Audio Object at any one time. Audio Objects' metadata essentially consists of positioning information, as well as an ...
The question is whether it is possible to re-route channels 1 and 3 to left JOY CON, and channels 2 and 4 to right JOY CON, without the need for complex audio-mixer structures that involve manually steering the proper buses.Or maybe there is some other way to setup it? Thank you.
I have an existing UI Actor-Mixer that controls 30+ UI sfx that all work great. I've recently added 6 new source files and event names, inheriting all settings from the parent. Not one of the settings are over riding the parent. All UI events exist in one UI sound bank, and all other UI SFX are loaded and work in the scene. However, 4 of these 6 new sounds are causing errors when played in game. I'm ...
Enhancement  Most properties that can be attached to an RTPC can now be controlled by States, which greatly extends dynamic mixing capabilities within Wwise. To get more properties displayed in the State tab of any bus or audio object, simply click the Properties button. This exposes all properties that can be driven by States and allows users to manage this list by adding and removing properties ...
How to technically solve, mix, and fix this from an engineering perspective is for a different blog. I'll stick to theoretical observations for this one. Graphical, UI, and information overload come in many forms and shapes. When enough is enough, or how much one can interpret, is very subjective and personal (just my personal guess). Playing World of Warcraft is quite different from watching others ...
Because the listener is near the character, even if the camera angle changes, the basic balance of the mix and the attenuation does not change drastically, so the user can continue to play the game without feeling anything acoustically strange.   The default listener position Excluding the shooting view, the default listener position was mostly appropriate, including for the top view, back view, and ...
They are all in blend containers in the "instruments" actor-mixer, formatted as 16/48 WAV (the full-rez 24/96 recordings of the bell patterns are also available to download, for anyone interested).  Triggering Samples  A Wwise MIDI music segment works just like a regular one, except you drop in .mid rather than .wav files. Each track is associated with a instrument blend container, which contains ...
Hi, So I Uninstalled wwise integration to do a clean install of the new version and now all my script all over my game can't find the references... What's going on ? Can I batch repair this or do i have to manual go into all my objects and re do all the links ? Also, on an AK script like event for example, when I select "Load On: Start" it automatically goes to "mixed" and selects "AKtriggerDisable" ...
Am I confusing how RTPC's should actually behave? It's like they're acting as a mix buss instead of an effect on a specific object. Here is the Unity code: // Use this for initialization void Start () { GetComponent().velocity = -1 * transform.up * speed; //Enemy Ship Movement AkSoundEngine.SetRTPCValue ("RedShipPanning", transform.position.x); //Set Wwise's "RedShipPanning" RTPC value ...
Hey I seem to recall there being a slider for LFE send amount in previous versions of Wwise. I can't find any where in the recent version of the authoring tool to do this, has the LFE send functionality been moved/removed? I'm running 2016.1.3 Cheers Hey Simon,Well, actual version is 2016.2.1Maybe the slider you're looking for is in a plugin like a Reverb ?http://hpics.li/c636c27