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That made sense in a practical and logical way, as combat could take priority in the open world switch, guaranteeing that when the player was in combat, the combat music would overrule any potential exploration music. Single music switch: Pros and cons  There are a bunch of considerations for going with a single music switch, many in the form of double-edged swords. Some of the considerations include: Integrity: ...
Audiokinetics webpage I have seen that I can try to "make sure the audio processing thread (named AK::EventMgrThread , but whose priority is set via AkPlatformInitSettings::threadLEngine) has a high enough CPU priority to process." The question is, how do I do this? And does anyone have an idea why this might be happening? Has anyone experienced this before? Hello, I'm experciencing exactly the same ...
How to have wwise events that play sound with positioning on DOTS/ECS objects that lack a gameObject? We are aware that posting an event demand a GameObject , altough how could wwise works with such features. We are evalutating wwise integration into a new project and we would like to know how can we approcach this. https://unity3d.com/how-to/DOTS-resource-list Have wwise ever support that Unity ...
Game: Overwatch Wwise Tour 2016 - Audio in Overwatch by Blizzard Entertainment. Filmed in Montreal on June 20th 2016 at Centre Phi. Presented by Scott Lawlor, Project Audio Director at Blizzard Entertainment and Tomas Neumann, Senior Software Engineer 2 at Blizzard Entertainment. Wwise by Audiokinetic. https://www.audiokinetic.com/ The session starts with an introduction and an overview regarding ...
Try to set the thread policy 159  int sched_policy = in_threadProperties.uSchedPolicy; 160  161  // Get the priority for the policy 162  int minPriority, maxPriority; 163  minPriority = sched_get_priority_min(sched_policy); 164  maxPriority = sched_get_priority_max(sched_policy); 165  166  // Set the thread priority if valid 167  sched_param schedParam; 168  schedParam.
Also, this is only a heuristic: it does not guarantee that data will be ready when calling AK::IAkAutoStream::GetBuffer(). 103  AkPriority priority; ///< The stream priority. it should be between AK_MIN_PRIORITY and AK_MAX_PRIORITY (included). 104 }; 105  106 /// Automatic streams buffer settings/constraints. 107 struct AkAutoStmBufSettings 108 { 109  AkUInt32 uBufferSize; ...
Try to set the thread policy 168  int sched_policy = in_threadProperties.uSchedPolicy; 169  170  // Get the priority for the policy 171  int minPriority, maxPriority; 172  minPriority = sched_get_priority_min(sched_policy); 173  maxPriority = sched_get_priority_max(sched_policy); 174  175  // Set the thread priority if valid 176  sched_param schedParam; 177  schedParam.
ID of the event corresponding to this voice (if applicable). 227  virtual AkPlayingID GetPlayingID() const = 0; 228  229  /// Get priority value associated to this voice. When priority voice is modified by distance, the minimum distance among emitter-listener pairs is used. 230  /// \return The priority between AK_MIN_PRIORITY and AK_MAX_PRIORITY inclusively. 231  virtual AkPriority ...
Platform-specific thread properties definition. 51 //----------------------------------------------------------------------------- 52 struct AkThreadProperties 53 { 54  AkInt32 nPriority; ///< Thread priority. 0=highest, 31=lowest. 55  size_t uStackSize; ///< Thread stack size. 56  int iIdealCore; ///< Preferred core number: see nn::os::SetThreadCoreMask documentation.
Platform-specific thread properties definition. 48 //----------------------------------------------------------------------------- 49 struct AkThreadProperties 50 { 51  int nPriority; ///< Thread priority 52  AkUInt32 dwAffinityMask; ///< Affinity mask 53  AkUInt32 uStackSize; ///< Thread stack size. 54 }; 55  56 //------------------------------------------------------ ...
AK::IAkStdStream::Read() and AK::IAkStdStream::Write() require a priority and a deadline (in milliseconds) for the operation. Typically, the Stream Manager will favor operations that have a short deadline. When the application requires more I/O bandwidth than what the storage device can provide, it favors streams that have high priority. Specifying a deadline of zero means that data is needed now ...
Platform-specific thread properties definition. 43 //----------------------------------------------------------------------------- 44 struct AkThreadProperties 45 { 46  int nPriority; ///< Thread priority 47  SceKernelCpumask dwAffinityMask; ///< Affinity mask 48  size_t uStackSize; ///< Thread stack size 49  int uSchedPolicy; ///< Thread ...
Platform-specific thread properties definition. 44 //----------------------------------------------------------------------------- 45 struct AkThreadProperties 46 { 47  int nPriority; ///< Thread priority 48  SceKernelCpumask dwAffinityMask; ///< Affinity mask 49  size_t uStackSize; ///< Thread stack size 50  int uSchedPolicy; ///< Thread ...
Auxilliary bus ID 66 typedef AkInt16 AkPluginParamID; ///< Source or effect plug-in parameter ID 67 typedef AkInt8 AkPriority; ///< Priority 68 typedef AkUInt16 AkDataCompID; ///< Data compression format ID 69 typedef AkUInt16 AkDataTypeID; ///< Data sample type ID 70 typedef AkUInt8 AkDataInterleaveID; ///< Data interleaved state ...
AkTypes.h
Wwise SDK
More...   #define AKPLUGINID_AUDIO_OBJECT_PRIORITY_META   (902)  Audio object priority metadata. More...   #define AKEXTENSIONID_SPATIALAUDIO   (800)  Spatial Audio. More...   #define AKEXTENSIONID_INTERACTIVEMUSIC   (801)  Interactive Music. More...   #define AKEXTENSIONID_MIDIDEVICEMGR   (802)  MIDI Device Manager (Authoring) More...   #define AK_WAVE_FORMAT_VAG   0xFFFB   #define AK_WAVE_FORMAT_AT9   0xFFFC ...
The files will remain cached until UnpinEventInStreamCache is called, or a higher priority pinned file needs the space and the limit set by 990  /// uMaxCachePinnedBytes is exceeded. 991  /// \remarks The amount of data from the start of the file that will be pinned to cache is determined by the prefetch size. The prefetch size is set via the authoring tool and stored in the sound banks. ...
a
Wwise SDK
IAkPlugin.h AK_DECLARE_PLUGIN_CONTAINER : PluginInfoGenerator.h AK_DECLARE_THREAD_ROUTINE : AkPlatformFuncs.h AK_DEFAULT_BANK_IO_PRIORITY : AkTypes.h AK_DEFAULT_BANK_THROUGHPUT : AkTypes.h AK_DEFAULT_GEOMETRY_FRONT_X : AkSpatialAudio.h AK_DEFAULT_GEOMETRY_FRONT_Y : AkSpatialAudio.h AK_DEFAULT_GEOMETRY_FRONT_Z : AkSpatialAudio.h AK_DEFAULT_GEOMETRY_POSITION_X : AkSpatialAudio.h AK_DEFAULT_GEOMETRY_POSITION_Y ...
“Gameplay first” is one of the core values at Blizzard Entertainment. So, naturally and however challenging, the audio team behind Overwatch decided to set an ambitious "Play by Sound" objective towards directing and influencing gameplay, rather than simply enhancing gameplay, via audio. In partnership with Dolby Atmos and Audiokinetic, the Overwatch audio team developed the game with the Dolby Atmos ...
Or: How I learned to stop worrying and love the brief.   Photo: That’s me, at home, struggling to alternate between VR and coder- reality   Introduction "OK, so what's this guy selling?", I hear you ask. That's a fair point (ha-ha). After all, building DSP plug- ins for various audio APIs has been an activity I've built my career around. However, it's precisely that experience that has taught ...
Developing for next-generation gaming platforms does not happen overnight. It takes months, even years, of planning and often involves a certain degree of speculation when it comes to what the technology will allow you to do. Microsoft Game Studios’ (MGS) FASA Studio began production on Shadowrun over two before the technology to produce such a game was available. Shadowrun is the first title to be ...