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Wwise SDK 2024.1.8 AKIAkMixerPluginContext AK::IAkMixerPluginContext Member List This is the complete list of members for AK::IAkMixerPluginContext, including all inherited members. CanPostMonitorData()=0AK::IAkPluginContextBasepure virtual Compute3DPositioning(AkReal32 in_fAngle, AkReal32 in_fElevation, AkReal32 in_fSpread, AkReal32 in_fFocus, AkChannelConfig in_inputConfig, AkChannelMask ...
Wwise SDK 2024.1.8 AKIAkPluginServiceMixer AK::IAkPluginServiceMixer Member List This is the complete list of members for AK::IAkPluginServiceMixer, including all inherited members. ApplyGain(AkAudioBuffer *in_pInputBuffer, AkAudioBuffer *in_pOutputBuffer, AkRamp in_gain, bool in_convertToInt16) const =0AK::IAkPluginServiceMixerpure virtual ApplyGainAndInterleave(AkAudioBuffer *in_pInputBuffer ...
Wwise SDK 2024.1.8 AKPlugin Ak3DAudioBedMixerFXFactory.h Go to the documentation of this file. 1 /******************************************************************************* 2 The content of this file includes portions of the AUDIOKINETIC Wwise Technology 3 released in source code form as part of the SDK installer package. 4  5 Commercial License Usage 6  7 Licensees ...
Wwise SDK 2024.1.8 AKPluginPluginServices AkMixerInputMap.h Go to the documentation of this file. 1 /******************************************************************************* 2 The content of this file includes portions of the AUDIOKINETIC Wwise Technology 3 released in source code form as part of the SDK installer package. 4  5 Commercial License Usage 6  7 Licensees ...
Wwise SDK 2024.1.8 AKSoundEngineCommon AkMixerTypes.h Go to the documentation of this file. 1 /*********************************************************************** 2  The content of this file includes source code for the sound engine 3  portion of the AUDIOKINETIC Wwise Technology and constitutes "Level 4  Two Source Code" as defined in the Source Code Addendum attached ...
Source positioning in ambisonics derives from game object and listener positions at the moment of mixing, as is the case with any other channel configuration. Consequently, ambisonic-set sound objects can be submixed with other configurations; however, you may lose spatial information when this happens. For example, if your submix is 7.1 then you will have lost all height information when it is mixed ...
Downmixing behavior
Wwise Help
When a voice or a Bus (the input) is routed to a Bus (the output) without positioning and with different bus configurations, Wwise downmixes according to the rules described in the following pages.
Downmix tables
Wwise Help
The downmixing equations are based on AC-3 standards. They have been designed to end up the same regardless of whether signals are downmixed directly (for example, 7.1 to stereo) or in several successive steps (for example, 7.1 to 5.1 to stereo).How to read the downmix tables Consider the following table, describing the downmix equations used when routing a 5.1 input to a stereo output.Sample table: ...
Actor-Mixers
Wwise Help
When you load an Actor-Mixer into the Property Editor, the child objects are displayed in the Contents Editor. You can edit the properties for the child objects of the Actor-Mixer in this view. Objects nested in Actor-Mixer. Property controls.
Using the AkAudioMixer Module
Wwise Unreal Integration
Wwise Unreal Integration Documentation Using the AkAudioMixer Module Table of Contents DescriptionMain Mix (FAkMixerPlatform) Component Submix (UAkSubmixInputComponent) Initialization Polling Order Audio Buffering FAkMixerPlatform SetupSetting up the Wwise Project Setting up the Unreal Project FAkMixerPlatform Limitations UAkSubmixInputComponent SetupSetting up the Wwise Project Setting ...
Hi folks, This question is essentially in 2 parts, but both relate to the audio options available to the user from within the settings/options menu. The first relates to Speaker Configuration/Audio Output, the second is regarding user selectable mix presets, both of which are often seen in the Audio Options menu of most AA-AAA titles. Although always slightly different, most titles offer a multitude ...
We have updated the Facebook SDK to v7.16.1 and are getting an error in the Xcode linking about duplicate symbol 'DSP::ConstantPowerChannelMixdown(AkAudioBuffer*, unsigned int, unsigned int, float*, float, float)' in libAkSoundEngine.a(ConstantPowerChannelMixdown.o). We were not getting that when using an earlier FacebookSDK. Is this a known issue? We are currently using Unity 2017.4.16f1 and Wwise ...
I'd like to use Playback Priority to allow only 20 loops (infinite continuous random containers) at a time. So, low priority loops stop playing, but once their priority climbs up they start playing again. Main question here: Can this be done without using Virtual Voices? My problem is, that some HRTF Mixer Plugins don't have a priority system, e.g. they don't exclude Virtual Voices from their ...
HelloI'm a beginner!1. Does Wwise or any other program have the ability to automatically up-mix the sounds of existing VR contents? I'd like to upgrade from the Streo format to the 5.1 surround format.2. Is there a delay that gives a reverberation effect using HRTF? (I want to give a reverberation effect to the speaker.) 
https://www.youtube.com/watch?v=m3fj82wmCN0&list=PLXMeprTk4ORPcG9rd_lilElZERqhtcEFU&index=14I was following the Mixing Desk tutorial above while using Wwise 2019, but when the Master Audio Bus objects are moved into the new "Busses" mixing desk (at around timestamp 4:52). When it's done in the video, the "Editing States" box on the top of the mixing desk window becomes inhabited with "PlayerLife.
Project}\Assets\Wwise\Deployment\Plugins\Windows\x86_64\DSP\ folder. I've installed both the xlm and dll files in the folder directed but I'm still not getting the spatializer plug in in the mixer plug in the menu under the audio bus property editor. And ideas on what I could do next? I've updated wwise and my computer just in case it was the issue with no success. in the Audio Bus Property Editor ...
Hi, I hope this would be simple to implement: A new transition type for overlapping sounds that shouldn't fade in/out. In form, it should allow the user to have one sound in a sequence or random container start playing before the previous is finished. It would be defined by a Duration (like the current Delay mode, where the value represents how long before the end of the segment the next segment should ...
It seems strange to me that Playback Limits do not display inherited settings from parent Actor Mixers, but all other Advanced Settings on an Actor-Mixer do.
In wwise 2013 it was possible to have audio output to bluetooth headset, have the audio ran on background and mix with audio from another app like spotify. Since moving to use AVAudioSession (with wwise 2014) this has not been working anymore. I can have bluetooth audio output in ambient mode, but no music mixing or background audio OR I can have background audio and mixing but no bluetooth audio ...
Hi peoples! I am trying to insert a delay effect dynamically into the relevant Actor Mixer because depending on the level we need a varying delay time (we found no way of automating that through RTPC).I've found the following method in the documentation which seems to be the method I need:SetActorMixerEffect()In the Duration callback info I recieve a nodeID which is necessary, but when I try ...