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AuxBus
Wwise SDK
Wwise SDK 2024.1.7 AuxBus Plugin ID: 61 Class ID: 3997712 Refer to ak.wwise.core.object.setProperty, ak.wwise.core.object.setReference and ak.wwise.core.object.set to set properties and references with WAAPI. Also refer to Querying the Wwise Project to learn how to query properties and references. Refer to ak.wwise.core.object.create and ak.wwise.core.object.set to add objects to lists ...
Bus
Wwise SDK
Wwise SDK 2024.1.7 Bus Plugin ID: 21 Class ID: 1376272 Refer to ak.wwise.core.object.setProperty, ak.wwise.core.object.setReference and ak.wwise.core.object.set to set properties and references with WAAPI. Also refer to Querying the Wwise Project to learn how to query properties and references. Refer to ak.wwise.core.object.create and ak.wwise.core.object.set to add objects to lists with ...
Wwise SDK 2024.1.7 Wwise 3D Audio Bed Mixer Plugin ID: 190 Class ID: 12451843 Refer to ak.wwise.core.object.setProperty, ak.wwise.core.object.setReference and ak.wwise.core.object.set to set properties and references with WAAPI. Also refer to Querying the Wwise Project to learn how to query properties and references. Refer to ak.wwise.core.object.create and ak.wwise.core.object.set to ...
SoundSeed Grain
Wwise SDK
Wwise SDK 2024.1.7 SoundSeed Grain Plugin ID: 183 Class ID: 11993090 Refer to ak.wwise.core.object.setProperty, ak.wwise.core.object.setReference and ak.wwise.core.object.set to set properties and references with WAAPI. Also refer to Querying the Wwise Project to learn how to query properties and references. Refer to ak.wwise.core.object.create and ak.wwise.core.object.set to add objects ...
Wwise SDK 2024.1.7 New Features Overview 2016.1 Ambisonics Support Wwise now supports the import of ambisonic media source files (AMB or WAV), the 3D rotation of ambisonics sources, and the output of ambisonics through ambisonics-specific Bus configurations. And, with the use of the new Wwise Recorder plug-in, it is possible to save your ambisonics output to ambisonic files. Wwise Recorder ...
Description:The Campfire and Fountain examples have been authored to provide the greatest level of positional accuracy available in relation to the configuration set by the endpoint. Each example routes layers to different output configurations based on the endpoint's capabilities and the System Audio Device settings. Depending on the endpoint configuration ...
3D positioning is the act of panning a source (with any channel configuration) into a bus (with any channel configuration) based on the relative positions and orientations of the emitter and listener objects in game. These objects' positions are set by the game via the Wwise sound engine API. Spread and Focus distance-based properties play a part in the panning method along with game-driven ...
Focus
Wwise Help
Note For context, reference the first example. The Focus parameter contracts together the virtual sources of each input channel, before applying rotation and spread. This is used to mitigate the leakage of input channels into output channels, when panning a discrete multichannel file. The following figure shows the case with 70% Spread that we have seen before. No Focus was used, and thus we ...
Typical distance-driven Spread curve designs use large Spread when the source is near and small Spread when it is far from the listener. With this approach, the source is enveloping when it is near and point-like when it is far. Additionally, when sources are near, their incident direction is subject to abrupt change and they may sound unnatural. Large Spread values mitigate these artifacts.Similar ...
Note For context, reference the first example. When panning on a 3D channel configuration, meaning a configuration (such as 7.1.4 or ambisonics) that can represent sound coming from above and/or below, the virtual sources are disposed in the shape of spherical caps. The following figures show stereo and 4.0 sources with various Spread and Focus.Recall that 3D positioning only takes up to 7 input ...
Environments
Wwise Help
Many of the same considerations discussed in Cinematic VR apply to Auxiliary Busses used for environmental Effects. The RoomVerb and AK Convolution Reverb Effects support ambisonics natively, however Matrix Reverb does not. You can use them on a stereo, 4.0, or greater bus, whether you want to use the front-back delays or not, and route them to ambisonic busses. Their output will be encoded to ambisonics ...
While exploring the Soundseed Grain granular synthesis, keep the following tips in mind.Press Start CapturePreview: edit in external editorUsing saw up mode for scanning file/implement time scaling effectsDesigning 3D ambiencesSound positioning settingsSoundseed Grain designAmplitude and filter are best used with grain modulationUsing markers in a macro windowPress Start CaptureIn Wwise, live monitoring ...
Glossary
Wwise Help
This glossary is intended to define technical terms used throughout the Help documentation. It is divided into General terminology, which defines sound design and programming vocabulary, and Wwise-specific terminology, which covers Wwise-specific (and sometimes Audiokinetic-patented) objects and concepts.General terminology3D AudioThe delivery of audio in an intermediate format that includes ...
The sample project demonstrates typical sound design examples in Wwise. It shows how you can creatively use established and new features. Feel free to experiment with these examples. After you’ve gone through this project, go ahead and make your own projects to reflect your vision of game audio. You can start by Installing the Sample Project and then refer to the following sections for details ...
The Ambience Detailed Rain collection is arranged in subprojects that include a variety of flexible rain sounds in a broad range of environments and intensities. The sounds are customized using multiple control tracks. The Rain Background subproject is mixed using higher-order ambisonics with assets recorded in Octo3d 8-channel format. They are set up to render in a variety of common multichannel ...
Ambience Doom offers a range of tones that articulate darkness, danger, and despair. The Drone subprojects are especially useful for establishing foreboding in any natural or urban ambience.The subprojects are mixed using higher order ambisonics with assets recorded in ORTF-3D. They are set up to render in a variety of common multichannel formats to suit your requirements, ranging from binaural to ...
The following image displays the tracks of an Ambisonic Ambience Doom 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 Doom subprojects.CompositesThe following image shows the Composite tracks in white. Note that the Stereo composite is routed to the parent Composites ...
The following image displays the tracks of an Ambisonic Ambience Fantasy 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 Fantasy subprojects.CompositesThe following image shows the Composite tracks in white. Note that the Stereo composite is routed to the parent ...
This collection includes both fire and water sounds. It contains ambiences of forest and house fires, a generic, highly scalable fire, and the smoldering remains of the aftermath. All are preconfigured to render in multiple channel configurations. Using ambisonic recordings and higher order ambisonic mixing, the intensity and scale of the fires are easily adjusted. In addition, subprojects allow for ...
The following image displays the tracks of an Ambisonic Ambience Medieval 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 Medieval subprojects. CompositesThe following image shows the Composite tracks in white. Note that the Stereo composite ...