Wwise Versions
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  • 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

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Wwise 2019.2  is out and available for you to download from the Wwise Launcher.  Here's a quick summary of the new features this version brings.   {{cta('8b9bb06f-2409-40fc-833d-cdb6ca340778')}} Profiler Filtering When looking at a Capture session, it is not uncommon to have a lot capture data visible at a given time, making it difficult to pinpoint the specific information you want to investigate.
Part 1: Distance Modeling and Early ReflectionsPart 2: DiffractionPart 3: Beyond Early Reflections In the previous blogs, we looked at how designers may hook into acoustic phenomena that pertain to the early part of the impulse response (IR), and author the resulting audio to their liking using Wwise Spatial Audio. It is now time to do the same with the later part of the IR. Figure 1 - Impulse response ...
Kid A Mnesia Exhibition is a digital exhibition of music and artwork created for Radiohead albums Kid A (2000) and Amnesiac (2001). We sat down with the audio team behind the project to chat about its development, their collaboration, use of Wwise, challenges & unique solutions, spatial audio, and more. We hope you enjoy!  1. How did Kid A Mnesia, the interactive experience, make its start? Were ...
In-game Menu
Wwise Audio Lab
Once a map is loaded, the In-game Menu can be triggered by pressing Esc (in compiled version or the UE standalone game) or the spacebar (for other Unreal game launches) on a keyboard or, similarly, by pressing start on an Xbox gamepad controller. The In-game Menu provides a hierarchy of multiple options for navigating the map, adjusting game options, and changing settings. The following list provides ...
See Editing audio sources with the Source Editor for details on modifying the Sources properties. Audio File Source Interface element Description Specific Channel Configuration Override A list of possible channel configurations for the source, which can be selected for display in the graph view. The audio waveform always has a Wwise display ordering. For 5.1, this ...
(See the AK Convolution Reverb properties below.) The AK Convolution Reverb plug-in can be used to simulate the acoustics of real spaces. It uses a pre-recorded impulse response of the space being modeled and performs the convolution of the incoming audio signal with a given impulse response file. This applies the acoustics of the recorded room held in the impulse response onto the incoming audio ...
This section provides information on all of the options in the Bus Configuration list in the Property Editor. This includes details such as output channels, suggested angles for speakers, and ordering.TipTo ensure optimal performance when dealing with different bus configurations, it is important to understand the Wwise approach to downmixing. For more information, refer to Downmixing ...
The following image displays the tracks of an ambisonic Ambience Fire and Water subproject. These projects are arranged with layers that form ambient loops. Track colors vary by layer, and the track names and colors are used similarly throughout the Ambience Fire and Water subprojects.CompositesThe following image shows the Composite tracks in white. Note that the Stereo composite is ...
Cinematic VR
Wwise Help
Ambisonics can be rotated with minimal CPU and memory usage by computing rotation matrices in the ambisonic domain. This makes it an ideal format for exchanging audio for VR. For example, you can build a complete auditory scene with sources coming from any direction, encode them to an ambisonics signal, and store it to disk using an ambisonics-capable DAW (such as Wwise). At the moment of playback ...
The default panning algorithm of 3D sounds implemented in Wwise is based on the ubiquitous VBAP algorithm, which maximizes sound accuracy at the expense of some variability of the energy spread. That is, the energy spread is minimal when the virtual source is aligned with a loudspeaker, and is maximal when it is exactly in the middle of a loudspeaker arc (for standard configurations) or triangle (for ...
The following image displays the tracks of an ambisonic Ambience Space Station subproject. These projects are arranged with layers that form ambient loops. Track colors vary by layer, and the track names and colors are used similarly throughout the Ambience Space Station subprojects.CompositesThe following image shows the Composite tracks in white. Note that the Stereo composite is routed to the parent ...
Object-Based Sound Systems The market's desire for immersive audio experiences has propelled an array of speaker configurations that project far beyond 7.1, encompassing the height dimension alongside an enhanced planar capacity. This has forced some surround sound systems such as Dolby Atmos and DTS:X, as well as emerging distribution standards like MPEG-H, to come up with the concept of audio objects ...
By entering the VR space early, Audiokinetic has been able to quickly progress on the VR front, with a swiftly evolving pipeline, empowering the Wwise VR community to hit the ground running. The Wwise spatial audio pipeline has enabled many of the game industry’s distinguished AR/VR games to ship. In fact, Audiokinetic has been supporting VR game development since 2014. Through core engine development ...
Read the next blog in this series: Reviewing the immersive potential of classic reverberation methods This is an introduction article on immersive reverberation. We are preparing a series of articles on the subject in the coming months. Today, we would like to briefly introduce the topic and extend an invitation to a conference talk we will be presenting at the Montreal International Game Summit on ...
  As we began wrapping up 2016, we realized that we had a pretty busy year at Audiokinetic. When a community doubles in size, it says something about the industry! So, what’s going on, and how bright is our collective future really? Well, the Audiokinetic team predicts sunny skies mixed with a lot of rain in 2017 for the interactive audio industry, and here is why.  In a nutshell, demand for comprehensive ...
In this series, we are taking an extensive look at past, current, and emerging reverberation techniques and reviewing them from an immersive and spatial perspective. In the previous articles, we covered the reasons why immersive reverberations are so challenging in virtual reality and some of the techniques behind classic reverberation algorithms. In this article, we review some of the current trends ...
Here at Audiokinetic, we are always listening, and in 2017 we heard you. You who crave the wholesome and cardboard goodness of pure analog gaming board games! This is why we are proud to announce the latest version of Wwise : 1997.1 ! The Wwise Analog: TableTop Edition (WATTE) 1997.1 , is the first of a new line of curated Wwise experiences. Created here with our Roleplaying & Dungeoneering (R&D) ...
Viktor Phoenix, Sound Supervisor and Senior Technical Sound Designer for The Sound Lab at Technicolor Project: Passengers: Awakening  Role: ADR Supervision and Technical Sound Design for all narrative elements Challenges: Small Team (+/- 10 devs) with goal of creating AAA quality interactive VR  experience in short time frame Audio Requirements: Realtime Spatialization of Narrative Elements on Multiple ...
In just a couple of weeks, our Audiokinetic GDC team will be flying to San Francisco for the Game Developers Conference to meet many of our friends, and to make some new ones! As with every year, we’re very excited and looking forward to demoing a variety of new and upcoming Wwise features, as well as company projects put into motion to continue with our mission towards empowering the interactive ...
, an interactive mobile VR game based on the iconic Blade Runner franchise was recently released by Seismic Games and Alcon Media Group. Our friends at Hexany Audio were behind the audio work for this highly anticipated project in collaboration with Google Daydream. Richard Ludlow, Audio Director & Hexany Audio Owner; Nick Tomassetti, Technical Sound Designer; and Jason Walsh, Composer & Sound ...