Wwise Versions
  • Sample Project
  • Wwise Fundamentals
  • Wwise Help
  • Wwise SDK
  • Wwise Unity Integration
  • Wwise Unreal Integration

Autre Documentation

  • Strata
  • ReaWwise
  • 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
CPU usage on all platforms. States Now, Wwise objects can subscribe to multiple state groups which simplifies the mix process and makes the use of states more powerful than ever. Performance Approximately 15% less memory is required in the sound engine “Default” memory pool. Loops and markers are more accurate when using Vorbis on the PS3. ...
Some highlights: They?ve based their Wwise project organization in the Master-Mixer and Actor-Mixer Hierarchies by positioning type (2D/3D), routing, and other high level properties shared across a large number of assets (instead of, for example, creating Work Units per character). They?ve shown how Wwise Events are triggered from TED, Blizzard?s game editor, and how other types of properties like ...
Christopher Bolte
Répertoire des créateurs
Hi, my name is Chris and I'm a sound designer for video games, passionate field recordist, mix engineer, and sometimes composer.
義大 菖蒲田
Répertoire des créateurs
スタジオの業務としてprotools、studio one、Cubase、wavelab、R X、premireなどを用いて歌ってみたやオーディション音源のレコーディング、ディレクション、ボイストレーニング、MIXマスタリング、作編曲、撮影、動画編集等を行っている。 その傍ら、資料作成、アポ取り、営業、ディレクション、実行、までのプロセスを基本とし、内閣府認定NPO法人ジャパンフォレストフォーラムと提携し以下のプロジェクトを行っている。 ・女子美術大学のオンライン授業の教材にて撮影、動画編集、BGM制作。 ・交通省認可の元糸魚川市の祭り事の際に撮影、動画編集、BGM制作。 ・夜神楽などの文化支援復興と目的とし、レコーディング、撮影、動画編集などの業務を担当している。 その他Vtuberや地下アイドルなどに楽曲提供。 V系アーティストneon.楽曲「アメノチヒカリ」にてピアノデータを担当。 ...
Glenn Peacock
Répertoire des créateurs
My platform includes a state-of-the-art 7.1.4 Dolby Atmos and Sony 360RA mix room, alongside a 14-channel immersive live room, optimized for real-time 3D audio programming using systems from Meyer Sound, d&b audiotechnik, and L-Acoustics. This allows me to explore and deliver innovative spatial soundscapes across both virtual and physical domains.
Jake Kargl
Répertoire des créateurs
Hi! My name is Jake and I'm an audio/dialogue designer based near Seattle. I’ve worked on the dialogue for High on Life, a narrative-based sci-fi FPS game from Squanch Games, and have designed audio for a variety of smaller game projects. Apart from working in games, I have also contributed to several interactive audiobooks as an audio designer, all released by Novel Effect. No matter what project ...
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 ...
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.
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 ...
Walder Martinez
Répertoire des créateurs
Composer | Sound Editor | Re-Recording Mixer — Game, Film, TV & Streaming Audio Post-Production I help filmmakers, producers, and studios bring their stories to life through world-class sound design, custom foley, original scoring, and high-end mixing — fully compliant with all industry standards for cinema, TV, and streaming platforms. About Me I am a Composer, Sound Editor, and Re-Recording ...
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 ...
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 ...
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 ...
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 -