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Autre Documentation

  • Strata
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  • Audiokinetic Launcher
  • Wwise Audio Lab​
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Cours de certification

  • Wwise Fundamentals (2024.1)
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Module 12 : comprendre le fonctionnement du Master Audio Bus Il n'est pas rare que plus de cinquante sons soient joués simultanément au cours du gameplay. Dans ce module, vous allez apprendre comment Wwise mixe tous ces sons ensemble, en partant du principe qu'un ordinateur ou une console de jeu n'a probablement que deux canaux de sortie, droite et gauche. Au vu de leur nom, vous seriez en droit ...
Ajuster le volume des voix
Wwise Fundamentals
Dans l'Actor-Mixer Hierarchy, lorsqu'un objet est imbriqué dans d'autres objets, toutes ses propriétés numériques, comme le Voice Volume, sont décalées par la propriété correspondante de chacun des objets dans lesquels il est imbriqué. Par exemple, si le Voice Volume d'un objet Sound SFX est réglé sur -5, et qu'il est imbriqué dans un Actor-Mixer avec un Voice Volume de -2, l'objet Sound SFX sera ...
Affecter des objets aux bus
Wwise Fundamentals
Bien que vous ayez créé de nouveaux bus, les objets de l'Actor-Mixer Hierarchy sont toujours affectés directement au Master Audio Bus. Vous allez maintenant réaffecter ces objets aux bus que vous venez de créer. Dans le Project Explorer, sélectionnez l'objet Cube_Main_Theme, puis dans le Property Editor, sélectionnez Routing, et cliquez sur le bouton Set Output Bus. Dans la fenêtre ...
Anything that makes a quick re-mix of the sound weight easier. Red Weight Layer "Description" As many subtracks as necessary to build Weight Layer 4. Light red Custom Layer 5 "Description" ...
REAPER Reference
Strata Help
The rendered media items in the main project are usually selections of the composite mix region renders of a sound. Folder StructureAcross all Strata collections, files are arranged in a consistent folder structure. See Strata Folder Hierarchy for details.Universal Category System (UCS)A convention developed for audio file naming and categorization. All Strata audio file names ...
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 ...
The ambisonic encoding is performed by the IEM MultiEncoder plug-in. The tracks are positioned at the top of the hierarchy of Loop Layer Tracks. Their output is routed to the Composite Tracks, where the third-order main mix is decoded to multiple track configurations simultaneously. In most cases, it is not necessary to make any adjustments to these tracks.
Ambience Sci-Fi offers a range of environments found in space-themed science fiction worlds, from nebula to portals, planets, ships, interiors and exteriors. The subprojects are set up to allow rapid variation of perspective and intensity, from the subtle drone of distant nebula to faster-than-light warp drive tearing through spacetime. The subprojects are mixed using higher order ambisonics with ...
These are a combination of one-shot and seamless loops, with multiple variations and layers to add randomized background color or foreground color.The subprojects are mixed using higher order ambisonics with assets recorded in stereo formats. They are set up to render in a variety of common multichannel formats to suit your requirements, ranging from binaural to 7.0.4, as well as multiple orders of ...
In the Region/Marker Manager and in the Region Track above the timeline, you can see all of the Regions that combine to form the composite animal sound. Composite RegionThe Composite region represents a mix and complete duration of all layers of a sound combined. It is the top level of the sound layer hierarchy and in the case of Animal Domestic, the track ...
In the Region/Marker Manager and in the Region Track above the timeline, you can see all of the Regions that combine to form the composite animal sound.Composite RegionThe Composite region represents a mix and complete duration of all layers of a sound combined. It is the top level of the sound layer hierarchy and in the case of Animal Wild, the track source for this region is ...
In the Region/Marker Manager and in the Region Track above the timeline, you can see all of the Regions that combine to form the composite sound.Composite RegionThe Composite region represents a mix and complete duration of layers of a sound combined. It is the top level of the hierarchy of the layers of a sound, and in the case of Cannons, the track source for this region is named Shot. Each cannon ...
The 2nd pass render setting can be enabled for some cases, as you modify the mix and parameters of a subproject, disabling or enabling the 2nd pass render option might lead to a more seamless loop.
Creature collection regions are visible in the Region/Marker Manager and in the Region Track above the timeline, as shown in the following images.Composite RegionThe Composite region represents a mix and complete duration of all layers of a sound combined. It is the top level of the sound layer hierarchy and in the case of Creature, the track source for this region is named ...
The ability to adjust this layer’s blend in the overall mix is useful for changing the perceived distance to the creature. All Details Layer 2 tracks use blue custom colors, alternating between light and dark shades.Details Layer 3 AirDetails Layer 3 is the closest and most intimate part of a creature vocalization, like a nasal snort or a large dying hiss. For a close perspective, you can change the ...
In the Region/Marker Manager and in the Region Track above the timeline, you can see all of the Regions that combine to form the composite creature sound.Composite RegionThe Composite region represents a mix and complete duration of all Layers of a sound combined. It is the top level of the sound layer hierarchy and in the case of Creature Humanoid, the track source for this ...
In the Region/Marker Manager and in the Region Track above the timeline, you can see all of the Regions that combine to form the composite movement sound.Composite RegionThe Composite region represents a mix and complete duration of all Layers of a sound combined. It is the top level of the sound layer hierarchy and in the case of Creature Movement, the track source for this ...
In the Region/Marker Manager and in the Region Track above the timeline, you can see all of the Regions that combine to form the composite explosion sound.Composite RegionThe Composite region represents a mix and complete duration of all Layers of a sound combined. It is the top level of the sound layer hierarchy and in the case of explosions, the track source for this region ...
Footstep collection regions are visible in the Region/Marker Manager and in the Region Track above the timeline, as shown in the following images.Composite Heel and Tip RegionsThe composite region represents a mix and complete duration of all layers of a sound combined. It is the top level of the sound layer hierarchy. In the case of walk, run, and sneak, the sounds are composed of ...
In the Region/Marker Manager and in the Region Track above the timeline, you will find regions for the many types of action of each weapon with multiple variations. The regions represent a mix and complete duration of layers of a sound combined. They are assigned the Composite or specific Layer as their output source.