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WG-70120 Improved: Controlling priority with a Game Parameter using interpolation leads to erroneous decisions. There is still a possible delta but chances of occurrence are drastically reduced. WG-70157 Fixed: A large number of monitoring notifications can cause an audio drop when connected to a game. WG-70165 Fixed: Switch Containers with fade out on children sometimes leak voices. WG-70215 Fixed: ...
WG-70120 Improved: Controlling priority with a Game Parameter using interpolation leads to erroneous decisions. There is still a possible delta but chances of occurrence are drastically reduced. WG-70157 Fixed: A large number of monitoring notifications can cause an audio drop when connected to a game. WG-70215 Fixed: Infinite loop in Stream Manager when using PinEventToCache in low-memory conditions.
Note that commands involving editing control keys, such as Left arrow and Insert, will not be executed: key mapping priority will still be given to the editing capabilities. WG-56404 Obstruction and diffraction can now be applied on top of each other, instead of one at a time. WG-56612 Selecting Show in List View in the shortcut menu of an object now brings keyboard focus to the Search field in the ...
Each spatial audio task (ray-casting, path validation, etc.) is placed in a priority queue that, based on the load balancing spread setting, executes a specific number of tasks from the queue at each frame. Load balancing is particularly beneficial when using many emitters simultaneously. Large World Support The Wwise sound engine now supports large world coordinates for Game Objects ...
WG-57941 Fixed: Priority "offset by distance" is not updated when a voice is virtual due to playback limit and the sound has the Hold Emitter Position and Orientation option selected. WG-58626 Fixed: (Spatial Audio) Spread applied by Spatial Audio is sometimes discontinuous when either the emitter or listener transitions into a portal that is not already on the path. WG-58706 Fixed: Missing migration ...
WG-54149 Fixed: Offset priority is always applied to sounds that do not have diffraction enabled. WG-54269 Fixed: Crash when calling AkAudioBuffer::ZeroPadToMaxFrames on an invalid AkAudioBuffer. WG-54375 Fixed: Error is not reported when user data passed to AK::SoundEngine API calls is too large. WG-54659 Fixed: (Command Add-ons) Crash when using menus with multiple custom menus. WG-54663 Fixed: ...
WG-36398 Removed deprecated field 'priority' from AkRoomParams. WG-36741 Motion sink plug-in fallback to the dummy output when the device is not compatible. This fix introduces the new error code Ak_DeviceNotCompatible. Returning this error code in the initialization of a sink plug-in will force the usage of the dummy sink. WG-36986 Renamed SetPortalObstruction() to SetPortalObstructionAndOcclusion() ...
Project migration clears Attenuation from 2D sounds except if there is an RTPC on "Positioning Type". Priority change based on distance will occur on objects with Listener automation, whereas sounds with the former 3D User-Defined Positioning mode would not. Sounds whose Position is set to Listener + Automation, but Spatialization set to None, will get distance attenuation due to automated positions ...
In this case the audio-to-motion will not be migrated as priority is given to maintaining existing audio behavior. Migrating an Audio-to-Motion object that did have 'Override parent' for its user aux sends enabled The override remains enabled. As it was already overriding its parent, there is no need to copy user aux sends from above. Migrating an Audio-to-Motion on an object with descendants If ...
WG-32396 Fixed: Ambisonics may break in SCE Audio 3D plug-in when using lots of high priority panned objects. WG-32417 Fixed: (iOS) Crash on sink initialization with iOS 10.3 Beta. WG-32421 Fixed: Wrong mapping of input channels when using SetMultiplePositions with AkChannelEmitter. Miscellaneous Changes WG-31785: Added Simplified Chinese as a User Preferences, Documentation, Language option for ...
WG-30392 Added "fast path" option for Android sink to reduce thread priority issues and stuttering. WG-30489 Added "Bypass properties" play option in Wwise Authoring. Press Shift+Spacebar or Shift+Left click on the Play button. WG-30956 Revamped McDSP UI. WG-31022 Added support for inputting side stereo width on Convolution Reverb. WG-31206 Improved editing, live or via the API, of a bus's channel ...
Attenuation objects, switch 2D/3D, add RTPC, and modify 2D panner settings), bus routing, and Advanced Settings (all Playback Limit and Priority properties) are now all applicable while connected to the game. Platform Inclusion Now Uses a Link/Unlink Mechanism Objects' platform inclusion (the check boxes you find beside each object in the Project Explorer Actor-Mixer and Interactive Music hierarchies) ...
WG-28394 Prevented crash when updating the priority loop if NaN floating points were detected. (Note that inserting NaN floating point values in the engine will still cause problems and must be avoided.) WG-28411 Fixed: Suboptimal mutex attribute and race condition with re-entering sound engine from callbacks on PS4. WG-28413 Fixed: Opening Wwise project referencing plug-in that was not installed ...
If the data is not already in cache when PinEventInStreamCache() is called, then the data will be streamed in with a low priority automatic stream. The length, in milliseconds, of each media file that is pinned can be customized using the prefetch slider in the Wwise authoring tool. The data will stay in memory until the user releases the media by calling UnpinEventInStreamCache(). RTPC Optimizations ...
WG-16122 Advanced Settings: Now possible to edit the maximum number of voices and priority in real time. Behavior and Performance Changes WG-18612 Now possible to playback sounds encoded with Vorbis with no seek table even if they are set to Go Virtual and "From Elapsed time", they will restart from beginning if they come back from the virtual state. WG-14879 Virtual Voices do not count anymore as ...
WG-17741 Added new AkCommSettings::threadProperties initialization parameter to change the default priority of the communication thread. WG-17788 Stream manager interface now available for use within effect plug-ins. This provides the ability to stream data to or from an effect plug-in by reading or writing data on a specific device (see AK::IAkEffectPluginContext). WG-17850 AK::SoundEngine::StartOutputCapture() ...
The initial position of the game object must be defined before this can work. see AK::SoundEngine::Query::GetActiveGameObjects() see AK::SoundEngine::Query::GetIsGameObjectActive() WG-10777: Priority option on the Advanced Settings tab of the Property Editor can now be controlled using RTPCs. WG-11270: Game sync exclusion keywords can now be used in a SoundBank definition file. see Using the Command ...
WG-10795: Fixed: Sounds may not play, with the reason specified: Priority was too low, in situations where the maximum number of instances was not yet reached. WG-10796: Fixed: Assert and crash when playing back interactive music on the Wii.
These events are known as interruptions, and audio apps are to be ready to react to such audio session priority changes and properly resume playing or recording after the interruption has ended. Application switching, backgrounding the app when pressing the Home button, and locking and unlocking the device are also situations where audio session activation and deactivation occur. The following sections ...
SetEarlyReflectionsAuxSend applies to sounds playing on the game object in_gameObjectID which have not specified an early reflection bus in the authoring tool - the parameter specified on individual sounds' reflection bus takes priority over the value passed in to SetEarlyReflectionsAuxSend. Note: Users may apply this function to avoid duplicating sounds in the actor-mixer hierarchy solely for the ...