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- Wwise Fundamentals (2024.1)
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- Questions et réponses
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REV 2
Plugiciels
REV, by Crankcase Audio, Inc., allows Wwise users to create realistic engine sounds using granular synthesis techniques to eliminate looping.
Wwise 101 - Wwise set to Stereo Configuration, but Cube only plays shotgun sound in left channel after lesson 1.
Questions et réponses
Any idea what could be causing the issue? When Wwise was set to default speaker configuration the shotgun only played in the left channel. Switching the config solved this in Wwise, but when I launched cube to check my work the shotgun still only fires in my left speaker. Any help would be really appreciated, I am brand new to Wwise. Thank you Edit: Basically Mono files are only playing out of the ...
How do I modify the volume of all audio events and ambient sounds?
Questions et réponses
Johann, Modifying volume for a group of sounds or all sounds in the game is usually done on audio busses (in the Master-Mixer Hierarchy). If you want to expose a slider in the game's menu to modify the master volume, I'd suggest you attach an RTPC to the 'Bus Volume' of the Master Audio Bus. Simon,Hi Johann, Modifying volume for a group of sounds or all sounds in the game is usually done on audio ...
Audiokinetic has been a leading player in the development and advancement of spatial audio, offering solutions from ambisonics, Convolution Reverb, and other mixer plug-ins, to supporting third-party binaural technologies. Today, while spatial audio is quickly becoming central to the success of any AR/VR/MR project and interactive media projects at large, Audiokinetic is proud to continue introducing ...
Ensuring voice actors privacy with Wwise effects?
Questions et réponses
I assume that they would - since the effects are being applied in real-time via an actor mixer. I'm assuming the original files must still be present in the build for the runtime effects to work.I noticed there's a “Render” checkbox in Wwise which, from what I understand, bakes the effects into the audio file for performance optimization. Would enabling this also help in protecting the original ...
A way to apply different settings to a group of sound objects without needing to duplicate them all
Questions et réponses
Maybe there's already a way around this, but an issue i've been consistently coming up against is the need to separate player driven sounds from AI driven sounds in order to send them to different busses so the player sounds can take priority over the AI ones in the mix via sidechaining. The only way we've found that allows us to do this is by duplicating all the assets so they can be routed to different ...
How to add an AMH container to an IMH music playlist soundcaster
Questions et réponses
Hello, I am trying to create a soundcaster for a Music switch container in the Interactive Music Hierarchy (TP 07) that should play its' contents (Music Playlists containers TP 01, TP 02, TP 03, TP 05, TP 06). The problem I encounter is that my TP 04 (a Random container) is in the Actor-Mixer Hierarchy and I can not assign it to a state in the Music Switch Container Association Editor. Is there ...
Benefits or drawbacks to completing Wwise 301 before 251?
Questions et réponses
So I've completed the Wwise 101 and 201 certification courses, and now at a crossroads wondering if I should jump straight to 301, or take 251 first? To be honest 251 seems quite technical and I'm dying to get to 301 and finally working within Unity. But if it's designed in this order on purpose, I wonder if it's a bad idea to mix it up. Would there be any drawbacks (or benefits) to going straight ...
UE4 "Plugin 'Wwise' failed to load because module 'AkAudioMixer' could not be found"
Questions et réponses
/qa/9790/ugin-wwise-failed-because-module-akaudio er-could-found/
I have a wwise 2021.1.5.7749 - UE4.26.2 seemingly correctly integrated project (with wwise as a game plugin). Sound works as expected in-engine. Unfortunately, the packaged project's exe doesn't run: 'Plugin 'Wwise' failed to load because module 'AkAudioMixer' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.' The project ...
John Svartberg
Répertoire des créateurs
I’d be happy to assist you in enhancing your game with realistic sound assets or an interactive score that spellbinds the player. If you need that final quality touch on an already finished project, podcast or mix I can also help you out with other sound related tasks such as editing, mixing and quality assurance. Looking forward to hear about your next vision!
Before sounds could be spatially positioned, the Baldur's Gate 3 audio team faced a monumental task: overhauling their sound categorization and bus structure within Wwise to create a welcome simplicity when it was time to mix. With so much content, their initial categorization system wasn't precise enough to facilitate the final mix. Matheus details this essential, complex process, explaining how ...
Problem Lesson 3 can´t paste sound
Questions et réponses
Hello, I have a problem in lesson 3, Using a Single Sound For Multiple Applications. I make click in the sound "copy" and the i to default work unit in actor mixer hierachy but "paste" buttom is dissabled. What happens?? Thanks
Schedule post event in future? (unity integration)
Questions et réponses
Hello, I'm interested in using a high accuracy sequencer in unity to call sounds in the Actor-Mixer Hierarchy. Currently, if I do the naive thing and just call "AkSoundEngine.PostEvent" the timing is off. I'm wondering what the correct approach is here (aside from just using the interactive music system within wwise itself). Anyone have experience doing this?. The accurate sequencers I've found for ...
If "Override parent" for the Virtual Voice is not ticked, will it use the Virtual Voice behaviour of the parent?
Questions et réponses
For instance, say we've got an Actor-Mixer with these sounds inside. > Actor-Mixer >> Sound SFX 01 (override parent enabled) >> Sound SFX 02 (override parent disabled - inherit parent settings) >> Sound SFX 03 (override parent disabled - inherit parent settings) In runtime the Sound SFX 01 will take up a tiny bit more about of memory, because it will need to "remember" its own individual settings ...
No Audio - The mixer shows signal but nothing audible!
Questions et réponses
/qa/11207/-audio-the- er-shows-signal-but-nothing-audible/
Hello! I am new to wwise. I created a new project for practice and tried to load some samples and play them. Although the mixer show signal, I am not able to hear anything. Also the CUBE game that I am trying to play has no sound! Kindly help. Regards Nidz
[Unsolved] Auxiliary send volumes attenuation setting
Questions et réponses
I have an User-Defined Auxiliary Send enabled on one of my Actor-Mixers. I created an "Auxiliary Send Volumes (User-Defined)" attenuation curve to control the amount of reverb via Distance, but in game it remains the same all the time (the value is from "General Settings"->"User-Defined Auxiliary Sends tab). Other attenuation curves is OK. What am I doing wrong? Ensure: Your Attenuation is located ...
This session includes live English-to-Mandarin interpretation. 00:00:00 Introductions / ?????? 00:08:51 Mix / ?? 00:20:49 Dynamic EQs / ???? 00:38:06 Mixing for Atmos / ????? 00:42:10 Marvel's New York / ?????? 01:12:38 Performance / ?? 01:45:00 Q&A ----------------------- For more Wwise content, sign up to to receive our email newsletter: https://hubs.ly/Q03ymLqz0 Curious about other projects ...
New Audio Technology
Répertoire des créateurs
Our technology allows to mix and process an infinite count of audio objects for speaker setups of arbitrary complexity. These setups may either consist of real or virtualized speakers (binaural simulation) using regular headphones. Our speaker virtualization Headphone Surround 3D comes very close to really “being there“. This puts an audio producer into the position to work on complex mixes while ...
How to properly configure a volume slider in UE4 UMG using WWise?
Questions et réponses
Hello. I'm building a simple menu in UE4 and I'd like to regulate the volume of the master, effects, character voice and so on and so forth, by a standard volume slider. Usually this is achievable in UE4 without WWise, using the combination of the Sound Mix and Sound Class. But now, all my sounds are managed by WWise and the workflow to associated the sounds into the UMG slider must be different. ...
UE-Wwise cannot handle 2 audio devices for Dolby Atmos
Questions et réponses
Hello, When I was setting up the support for Dolby Atmos in our UE-Wwise project, I followed the instruction of the Dolby site: Documentation | Dolby Games Our project was on Wwise 2019.2.15 and UE 4.27 (later updated to UE5). following the instruction, we created two master busses, one for MS Spatial Audio Platform Output as a Main Mix, another for System as a bed channel. Everything works well ...