Wwise Versions
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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
Matthias Köhler
Répertoire des créateurs
Feel free to contact me via mk at oszillation-media.com and drop me a message so that I can get back to to you for sure. Thank you.
Codex 7782
Répertoire des créateurs
I do audio stuff and yeah Contact me on Discord: currentlycodex
If you’ve talked with any of the Licensing team here at AK, choose them from the ‘Audiokinetic Contact’ list.  This way, we don’t assign your project to someone else, if you already know one of my team here.5. Project Description is a required field, but it’s VERY vague.  We’ve had folks type ‘it’s a game’.  Technically legit, but… come on now :).  We’ve also had folks literally paste their giant ...
Programmers, Sound Designers, Composers, Audio Programmers, Producers, even Exec Producers and other business contacts on your end. The more information we have about who’s doing what on your project, the better we can work with you. Far too often, we have projects with a single user in our system, then that user leaves and the rest of the team has no idea how to update their license key, for example.
All errors that could appear in the Capture Log when profiling a game with Wwise are listed below. If your error is not listed, contact Audiokinetic Support or submit a Bug Report.When contacting support, providing clear reproduction steps greatly accelerates the investigation. Recording a profiling session while the problem is reproduced is also strongly recommended. See this section for more details: ...
In a vacuum, there is no air or medium for sound waves to travel; therefore, the only way to hear anything is either through direct impact or via vibrations when in contact with a solid object. Even like this, properties of the original sound change drastically until the vibrations finally reach the enclosed atmosphere of the space suit. The effect is similar to listening underwater, but much more ...
Parasite  We started to record lots of source material such as piano string scrap or underwater movements with the great custom contact mic and hydrophone from Jez Ryley. Contact mic was very convenient for what we were looking for because we do not need to cheat with plug-in to make the sound feel “inner”. Then we only did layer with the raw material and add an LFO to create the rhythm that would ...
Andy Martin
Répertoire des créateurs
Seattle video game companies, he can be found out in the woods, patiently listening for birds and insects, stalking railways for excellent train pass-bys, and putting contact microphones on weird sounding objects. Lately, he can be found way out in the wilderness of the Pacific Northwest, recording for The Northwest Soundscapes Project.
El Zorro Azul
Répertoire des créateurs
Our team works composition, sound design, audio implementation, foley, field recording, dynamic mixing, dialogue recording and audio programming. We are innovative team from Argentina that is working in the industry for years now. Dont doubt in contact us.
Joe Hudson Sound Design
Répertoire des créateurs
We provide sound design and Implementation services for video games to meet the demands of any project. contact me to say hi! JoeHudsonSoundDesign@gmail.com
Mourad Bennacer
Répertoire des créateurs
Contact : wave@embody.audio - Audio director // Sound designer // Music Composer - Based in Montréal - Specialities : 3D Audio electronic music, immersive installations, interactive projects, AR / VR - Directeur audio // Concepteur sonore // Compositeur - Basé à Montréal - Spécialisation : Audio immersif, installations interactives, RA / RV
Sweet Justice Sound
Répertoire des créateurs
Sweet Justice is an interactive audio production studio founded by industry veterans. We take the time to get to know our clients and their projects. Based in the sound of England, we have many decades of experience on the front line of the games industry. We have also won multiple awards for our work within interactive audio. Please contact us through our website our one of our social media links ...
World Class Mastering, LLC.
Répertoire des créateurs
World Class Mastering, LLC is a top-tier audio facility that provides high-end audio processing, sound design, and interactive audio implementation. For more information please contact: www.worldclassmastering.com info@worlclassmastering.com
UmbrTone
Répertoire des créateurs
Umbr Tone is a Seoul(Korea) based music studio. We create music and sound on the basis of communicating with clients. Please feel free to contact!
Filip Marciniak Audio
Répertoire des créateurs
I'm an audio engineer skilled in game audio implementation, sound design and all the necessary field recording techniques to provide best quality audio in your game. If you have any questions or future collaboration propositions don't hesitate to contact me here or via linkedin profile!
Electrik Blue Media
Répertoire des créateurs
We provide audio solutions for your projects. Services include: Music composition, Music production, Sound Design, Foley, Voiceover, Voice acting. Contact us for details!
MIYABI GAME AUDIO INC.
Répertoire des créateurs
If you need any help or consultation for game sounds, you are always welcome to contact.
Sound Array
Répertoire des créateurs
functions as a one-stop shop for all your game audio needs - from the beginning stages of designing the audio soundscape and aligning it's trajectory to the scope of your project, to the implementation and integration of audio middleware, mixing and playtesting. Please contact Jim at www.sound-array.com to receive a free consultation and get started!
Thank you very much for reading! If you'd like to contact me, please send me an email at adriane (at) smashclay (dot) com or DM me at @smashclayaudio. For more information and resources about blind accessibility in games, check my website Smash Clay Audio. And a huge thanks to everyone who offered extensive feedback about this post: Brandon Cole can be reached at Superblindman01 (at) gmail (dot) ...
The game was initially going to be in 2D, and because design is not my strong point, I contacted a 2D designer. In our first meeting, we realized that I still had some uncertainties about the game mechanics; so before he started working, I had to better define what I wanted. As I don't know how to draw, I did some proofs of concept in 3D, and to make the characters I used basic figures, such as cubes ...