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
Please feel free to contact me if you have any suggestions. Thank you! Enjoy the closing song performed by AHKE!  
Feedback and comments are always welcome of course, so do not hesitate to contact us. We hope we created a set of impulse responses that your projects benefit from and make it even more acoustically convincing.  {{cta('b15b21ae-b66c-47aa-b733-8a1e301d43d4')}} BOOM Library Outdoor Impulse Responses can be used with the Wwise Convolution Reverb plug-in. Listen to a few examples:   DogBark_Hillside50m_DRY_30_Mix_ ...
Perhaps someone is reading this article right now who has first-hand experience with these technical practices! If you would like to contribute to the continued documentation of game audio history you can contact me with your story so your work is not forgotten as technology continues to evolve.    
If you would like to see SpectralMultiEffect available on your project's platform please contact me through the website, and let me know. Based on interest from users I will consider platforms to be added soon. {{cta('d57305a0-7921-47c4-8be7-a75a8a0b676d')}} Audio Samples Here are three sets of samples demonstrating audio processing with SpectralMultiEffect. Spoken Voice File This file begins with ...
This is the system that makes sounds audible when the sound source is in contact with the player, allowing sounds to be heard even in unpressurized environments. This was an effect inspired by the movie Gravity, which was released a few years before development on Shipbreaker began, but was still a major influence. The Touch Transfer system was borne out of one of those "wouldn't it be cool if…" conversations ...
If a Static Mesh does not have a Simple Collision, we need to create one or contact our Tech Art team for help. Using AkSpatialAudioVolumes as AkGeometry In case we don't want to add an AkGeometry component to a mesh, usually for the reasons of optimization, we can use an AkSpatialAudioVolume instead. For that purpose, we need to add an actor instance of the volume to the level and shape it so that ...
No more mixing with the headset on your forehead! Mixing should be done where the results are heard – in VR & AR. Contact the Dear Reality team if you want to partner up, have questions, or just want to stay updated about relevant developments of dearVR SPATIAL CONNECT for Wwise. Simply sign up for the priority list here.
Team to keep an eye on the development of this new iteration of GWENT, thinking about the soundscapes and solutions specifically for this project and to be the main point of contact for all audio related topics for the team developing Rogue Mage. What did working on a live service game teach us? First off, we would like to focus on giving you a brief summary of how GWENT worked as a project and what ...
We take pride in contributing to the creation of an environment where rich haptics can be delivered to the market as quickly as possible.If you are interested, please contact us by following URL and try out the integration between Wwise and AMPTIX.miraisens.com info@miraisens.com 
Our licensing team can help you out with that! Use the “Contact your Audiokinetic Representative” button in your project to get in touch. Benefits of Using Wwise for Indie Developers Cost-Effective Solution The most obvious benefit of the Wwise free license is that it is free! Indie developers can access this robust audio tool without any upfront costs or asset limits.  High-Quality Audio Wwise enables ...
Anyone who has ever been in contact with the individual tracks of a complexly stratified piece of music knows that within these orchestrations, hidden gems can only be revealed to those who have the ability to isolate them. These reflections led me to adopt a subtractive approach to create variations of the exploration music. Instead of always adding, this method involves thoughtfully removing elements ...
Projects
Audiokinetic Launcher
To renew or extend the license, your organization's license manager must contact the Audiokinetic Sales department. License Expired: The license applied to the project is expired and therefore your project has the same limitations as a project with no license key. To renew the license, your organization's license manager must contact the Audiokinetic ...
Working with Wwise Installations
Audiokinetic Launcher
If you obtain authorization to develop on more platforms, contact Sales to change your profile. Then you can download and add the new platform files. Refer to the following topics for more information about system requirements, the installation procedure, and uninstalling Wwise:Wwise System Requirements in the Wwise Help.Installing Wwise and Its Components. You can uninstall Wwise at any ...
Included (1st year)Included (1st year) check_circleSource Code Access (with support package) Contact us See full price chart All prices are in US currency and exclude taxes. Please note that prices apply to the following regions: North America, South America, Africa ...
Generally, this is the person who created the Company entry in the first place, though the role can be reassigned by contacting us. Are you involved in our business dealings with developers? No, definitely not. We are simply trying to help developers find you. Currently, this means that they would look in the directory, search for the location, or services, or languages ...
Samples
Wwise SDK
For more assistance and information, contact support. Sound Engine Sample DLL This DLL combines the various modules of the sound engine and simplifies integration by providing simple functions for initialization, termination, and so on. If you choose to combine all sound engine-related libraries into a single DLL to use in the Windows version of your game, you can start from this sample project to ...
To provide comments and suggest improvements on experimental features, contact opene.nosp@m.ars@.nosp@m.audio.nosp@m.kine.nosp@m.tic.c.nosp@m.om.
If you are a plug-in provider and wish to ensure that your plug-ins will not have the same ID as plug-ins from other vendors, please contact support@audiokinetic.com to obtain a reserved company ID. Plug-in Static Registration Various instances of audio plug-ins are all handled by the Plug-in Manager, which recognizes different plug-in classes using both CompanyIDs and PluginIDs. Plug-ins must be ...
AkInitSettings
Wwise SDK
Will print error messages in the log if invalid values are found at various point in the pipeline. Contact AK Support with the new error messages for more information. More...   bool bOfflineRendering  Enables/disables offline rendering. Offline Rendering with Wwise. More...   AkProfilerPushTimerFunc fnProfilerPushTimer  External (optional) function for tracking performance of the sound engine that ...
Adding Plug-ins
Wwise Unity Integration
If you do not have a valid license, contact us. Evaluation licenses are always free. If you want to create a new Effect plug-in for Wwise (and then Unity), read section Creating New Plug-ins. For iOS, tvOS, and Nintendo Switch, plug-ins must be provided as static libraries. See Plug-in Static Registration. Plug-ins that are included with the integration are automatically registered in a corresponding ...