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
A very important distinction between channel-based and object-based audio is that channel-based relies on a fixed number of channels from the point of production to playback, and audio mixes are designed for a strict speaker configuration or have to be downmixed to accommodate simpler speaker set-ups. Object-based audio implies that ’audio objects’ (i.e. mono source + 3D coordinates relative to the ...
We would have audio follow their global sound settings for the game.  Whilst this simple to manage during gameplay, for cutscenes it presented the problem of how to manage the mix. During any cutscene, the player could for example have turned music off. This meant that we couldn't use a traditional linear production method (where everything is premixed to the video), and instead would have to use ...
SpatialAudio Minor tweaks (after exhausting other solutions) Replace Stop events with Execute Action on Event/ID Replace actor-mixers with folders where possible Reduce the number of variations inside a Random Container Conclusion Useful links The principles of optimization Optimizing is an important process when working on a game, which, in most cases, occurs later in the production. However, ...
Most of my work was debugging, implementation and mixing in Wwise. Creative and Technical Goals Broadly speaking, we’ve had a twofold vision for Warhammer 40,000: Space Marine – Master Crafted Edition, which referred to the creative and the technical goals of the development.On the creative front, we were striving to maintain and enhance as much of the original content as possible. In terms of audio ...
An entire suite of profiling and user interface improvements have been added to present a clear visual understanding of routing and mixing. These include Bus status, Processing status, and new Audio Object profiling views. The Audio Device Editor and System Audio Device have also been updated to include properties that can be authored for different output configurations, as well as the metering and ...
An entire suite of profiling and user interface improvements have been added to present a clear visual understanding of routing and mixing. These include Bus status, Processing status, and new Audio Object profiling views. The Audio Device Editor and System Audio Device have also been updated to include properties that can be authored for different output configurations, as well as the metering and ...
The way we usually try to achieve this is to set up an audio pipeline which is principally sample-based and can be re-orchestrated and mixed with real-time effects in the audio engine. An important element of Supreme is a symbiotic soundscape which is determined by a Call & Response style interaction between the World Beast and the Critters: The World Beast periodically sings. It is a guttural ...
Wwise, it has always been possible to connect to a game to profile and edit a limited set of properties at runtime in order to immediately hear changes to mixing and sound behavior. Wwise 2024.1 expands live editing options: some property editing restrictions have been removed, and new options have been added, including live editing of RTPC curves, Effects, and more. Changes you make while profiling ...
Using Wwise meant we could deliver the final mix as a 16 channel ambisonic audio. Anything less would have resulted in a significant degradation in audio quality and representation of the mix. After our experience, Rob and I reflected on how the Wwise ecosystem gives immersive music creators even more flexibility and uncompromising sound. This became more evident as the programming side of the application ...
AM Sound Design
Répertoire des créateurs
Musician and technology hack enthusiast, I built myself some thorough skills in the practice of Sound Design. I master perfectly the audio creation process (production, editing, mixing and integration) and handle easily a large diversity of software. Influenced by Super Mario Bros, Steve Reich and also Takeshi Kitano, I will bring originality and precision to your projects. It's been one year that ...
Suite Sound
Répertoire des créateurs
is one of the most established audio post-production and music studios in Singapore. Our recording studios have created a myriad of soundscapes and mixes for countless projects both locally and internationally. We believe in providing every client with creative solutions. Formed in 2007, our team comprises of creative and experienced professionals who specialize in cutting-edge sound design, audio ...
Sharlynn Karatchuk Audio
Répertoire des créateurs
Specializing in recording/mixing, live sound, field recording, ambisonics, video game audio, and recording/editing/mixing/mastering podcasts, audio books, and voice over.
AudioNext
Répertoire des créateurs
With over 20 years of Film and Tv Post Production Experience, Dialogue Editing & Mixing, ADR & VO Recording & Mixing, Sound FX editing and Sound Design covering over 40 feature films and numerous television shows and commercials. Entering the Game Audio sphere with extensive experience in the creative cinematic field.
BØLT
Répertoire des créateurs
Experience: -Mixing & mastering music in stereo and Dolby Atmos -Recording music & voice overs -Field recording -SFX and dialog editing -Sound design and mixing
I'm on 2023.1. I can get spatialisation working but I get no obstruction. I've played around with most of the settings in the UE attenuation file and I've unchecked the base soundmix so there's only sound from Wwise. The "Adventures..." blog post mentions that some features for this aren't implemented yet and I can't find any mention of updates in the release notes apart from "Combining Unreal 5 and ...
Rotating Ambisonics As we have seen in Ambisonics as an Intermediate Spatial Representation (for VR), ambisonics is a multichannel audio format that can favorably represent the spatiality of an audio mix. An ambisonic audio file/mix/signal can thus be regarded as a sound field, a mixture of different sound sources coming from different directions and arriving at a listener's ears with different angles ...
How did you technically approach the mix with this “node-based” mechanism?  NICK: Blade Runner Revelations’ node-based navigation system offered some peace of mind knowing that the player is set to a fixed position at a fixed height, and the only variable that really comes into play is which way they are looking.  In some cases, we were able to set up a per-node mix using RTPCs, States, and “unique ...
VII REMAKE, as a Supervising Sound Editor, I was in charge of managing and directing Foley in general for this work, and mixing cutscenes in general. As for the achievements of the FINAL FANTASY series in the past, I was in charge of FINAL FANTASY XII series trilogy, FINAL FANTASY XV, and the movie FINAL FANTASY XV KINGSGLAIVE." (Suganuma) Music Introduction: The Music of FINAL FANTASY VII is beloved ...
It offers a streamlined workflow and supports every phase of audio development, from the creation of audio structures to mixing and monitoring of audio performances in real time on the Nintendo 3DS system. Users will enjoy a very stable audio solution while being supported by a professional, customer-oriented organization. Pricing for Wwise for the Nintendo 3DS system will be $5,000 US. Maintenance ...
It offers a streamlined workflow and supports every phase of audio development, from the creation of audio structures to mixing and monitoring of audio performances in real time on the NGP system. Users will enjoy a very stable audio solution while being supported by a professional, customer-oriented organization. From smaller teams with limited resources and budgets to larger AAA teams with large ...