Wwise Versions
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Autre Documentation
- Strata
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- Audiokinetic Launcher
- Wwise Audio Lab
- Wwise Adventure Game
- GME In-Game Voice Chat
- Meta XR Audio
Cours de certification
- Wwise Fundamentals (2024.1)
- Wwise Interactive Music (2021.1)
- Wwise Performance Optimization (2023.1)
- Wwise Unity Integration (2023.1)
Autres sources
- Site Web
- Vidéos
- Plugiciels
- Répertoire des créateurs
- Questions et réponses
- Blogue
Check available Frames for Sink Plugin
Questions et réponses
Hi everyone I am writing a Wwise sink plugin which creates a jackaudio client. I am using this to allow to stream ambisonics audio data (5th order) to my speaker array without automatic downmixing. I managed to make things work in the case where the buffer of the Jack server is smaller or equal to the buffer of Wwise. However I am struggeling to cope with the case where the Jack server buffer is larger ...
Event and voice cooldown feature request
Questions et réponses
Currently, to implement any type of cooldown, one has to use complex hacks that clutter the actor-mixer hierarchy, or impement a custom solution on the code side. Most other competitors have some type of built-in cooldown feature. Wwise should catch up on this area. Hello Everyone, Thanks for letting us know you'd like such a feature! It's true that we don't specifically have such a feature ...
NoiseFloor LTD
Répertoire des créateurs
The mix is the thread that weaves all the elements of sound together: music, dialogue, sound effects, and silence. Everything must harmonize, just as the unified team at NoiseFloor does. Starting with just two sound designers in 2005 in Chicago’s River North, NoiseFloor has grown to a staff of sound designers, re-recording mixers, music composers, producers, audio implementators, and location recordists.
Wwise version 2021.1 has evolved to provide a comprehensive authoring environment that fully leverages audio objects while enhancing the workflow for all mixing considerations. Finally, the third part will share a series of methods, techniques, and tricks that have been employed by sound designers and composers using audio objects for recent projects. The future: always in the distance, never arriving ...
Channel Volume Control
Questions et réponses
I loop through each of the input channels, grabbing the speaker volume matrix: for( int inputChannelIndex = 0; inputChannelIndex < info->inputConfig.uNumChannels; ++inputChannelIndex ); ... AK::SpeakerVolumes::VectorPtr outputMix = AK::SpeakerVolumes::Matrix::GetChannel( info->pVolumes, inputChannelIndex, outputChannelCount );So my question is how ...
Michelle (Hebert) Thomas
Répertoire des créateurs
Experienced with integration of Game Audio using Wwise on AAA games. Specialize in Sound Design, Mix, Vocal Process Design, Dialog Editing, and experience with localizing audio.
Vapor Trail Productions
Répertoire des créateurs
Audio production company headed by composer/sound designer Tom Zehnder. Specialties include: songwriting, song and music production, score composition linear and interactive, sound design, voice over direction, sound editing, re-record mix, post-production audio.
GCVRS
Répertoire des créateurs
Lead for the team, their focus is on delivering high-end spatial sound design with in-depth client creative participation during the mix process, all encapsulated into a seamless and efficient workflow. In October 2017 the company unveiled the world’s first specialist studio for 3D audio featuring an Exigy wide dispersion 56 speaker installation. The studio space is uniquely adaptable to integrate ...
be Blue
Répertoire des créateurs
beBlue is a sound and music studio specializing in games, videos, VR (virtual reality), and interactive media. With a THXpm3 certified studio; which corresponds to Dolby Atmos format, we have experience in working on console titles of atmos mix, sound designing, and foley. Also in voice recording for cell phone games, editting, and sound designing for amusement rides and events. We cover formats from ...
DFAD
Répertoire des créateurs
Audio Implementation, File Integration (Routing, Systems, Modulations), Parametrization, Acoustics Dynamics, Real Physical Objects Binaural Simulation, Platform Performance Optimization, Mix and Loudness Optimization, Audio Debug Tests. Engines, Middleware and Platforms audio porting: FMOD, Wwise, Unreal 4, CryEngine, Unity, Xbox One, PS4, Wii U, PC, Mac, iOS, Android incl VR/AR/MR platforms, C++ ...
Giovane Agapito | Professional Audio
Répertoire des créateurs
Our services: - SOUNDTRACK - - SOUND DESIGN - - MIX & MASTER - - EXECUTION -
Rev Rooms
Répertoire des créateurs
are a game audio co-development studio who create assets, original recordings, mix audio to picture at Hollywood quality, and provide a full integration service into all game engines, including UE4, UE5, Unity and Lumberyard. We are made up of of audio designers and coders with the full skillset to either supplement or completely replace your in house audio team.
Source audio edited but event not updating
Questions et réponses
If I do get it to work, then when I drag the event into the mixer as part of a session, then it automatically goes back to playing the full sound file, and not selected part of the file that is associated with the event. If i then go back to the event, the event now also plays the full source file and not the selected part of it that it had been playing prior to being dragged into a session. Please ...
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/ While the previous video, A Clear Mix, focused on showcasing how they ...
They, therefore, decided that the music needed to be perceived as a linear experience for the player. Technically, the music uses a mix of States and Switches. These States control day/night cycles, generic combat, and Gwent tracks, while the Switches control dialogue music, cut-scene cues, custom gameplay, and boss combats. RTPC?s are also used for exploration vs. threat music. Marcin explains ...
Click 01:14:50 Compositional Process: Approaches to Prepared Materials for Recording 01:16:40 Auditioning the Material: Initial Mix, Implementation, and In-Game 01:23:13 Music System: Reducing the Media Footprint 01:25:19 Music System: Pushing towards the limitations of your tools 01:28:56 Music System: Cutscenes and Music Re-use (Wwise) 01:34:52 Expressing what the game is saying with music 01:39:28 ...
Scalable Audio in Hyper Light Breaker: Crafting the Soundscape of Procedurally Generated Worlds
Vidéos
Multi-Positioned Audio 01:59:16 (Video) The Machine What Eats Sound 02:01:27 Scalable and Modular Wwise Project 02:18:53 Actor-Based Mix Structure 02:24:58 Q&A Break 02:36:38 (Video) Sidechaining 02:40:00 Flexible Sidechaining 02:48:33 Audio That Adapts 02:49:38 Followup Q&A 03:07:13 Wrap Up --- Audiokinetic: https://www.audiokinetic.com/ Audiokinetic Blog: https://blog.audiokinetic.com/en/ ...
The world of Baldur's Gate 3 is alive with music, ambience, and spells, but sometimes, these sound categories can clash. When traditional volume-based ducking led to a chaotic "EDM-like" mix where nothing felt clear, Matheus reveals how the team moved beyond simple volume manipulation, and to a frequency-based side-chaining approach. By carving out specific frequency ranges when critical sounds (like ...
Matheus takes us into the Baldur's Gate 3 Wwise project and shows us a live, step-by-step demonstration of achieving frequency-based clarity. He walks through a real example setup for removing bass frequencies from Ambience when detecting bass in Spells, showcasing how the audio team ensured that the full impact was able to punch through the mix. Discover More: This video is part of our special "Baldur's ...
Parametric EQ 00:52:43 Dynamics - Parametric EQ 00:55:47 In-line Audio Signal - Parametric EQ 00:56:19 Presentation - Sidechain Mix 01:21:14 Walkthrough - Compressor Side-chaining 01:25:15 Walkthrough - Parametric EQ Side-chaining 01:32:50 Summary - Side-chaining 01:42:34 CPU Timeline 01:45:59 Plug-in Code Additions 01:56:37 Summary - Wwise 2025.1 Beta 3 01:58:07 Wrap Up --- Want to learn more about ...