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
We take pride in contributing to the creation of an environment where rich haptics can be delivered to the market as quickly as possible.If you are interested, please contact us by following URL and try out the integration between Wwise and AMPTIX.miraisens.com info@miraisens.com
Our licensing team can help you out with that! Use the “Contact your Audiokinetic Representative” button in your project to get in touch. Benefits of Using Wwise for Indie Developers Cost-Effective Solution The most obvious benefit of the Wwise free license is that it is free! Indie developers can access this robust audio tool without any upfront costs or asset limits. High-Quality Audio Wwise enables ...
Anyone who has ever been in contact with the individual tracks of a complexly stratified piece of music knows that within these orchestrations, hidden gems can only be revealed to those who have the ability to isolate them. These reflections led me to adopt a subtractive approach to create variations of the exploration music. Instead of always adding, this method involves thoughtfully removing elements ...
Projects
Audiokinetic Launcher
To renew or extend the license, your organization's license manager must contact the Audiokinetic Sales department. License Expired: The license applied to the project is expired and therefore your project has the same limitations as a project in Trial mode. To renew the license, your organization's license manager must contact the Audiokinetic Sales ...
Working with Wwise Installations
Audiokinetic Launcher
If you obtain authorization to develop on more platforms, contact Sales to change your profile. Then you can download and add the new platform files. Refer to the following topics for more information about system requirements, the installation procedure, and uninstalling Wwise:Wwise System Requirements in the Wwise Help.Installing Wwise and Its Components. You can uninstall Wwise at any ...
Samples
Wwise SDK
For more assistance and information, contact support. Sound Engine Sample DLL This DLL combines the various modules of the sound engine and simplifies integration by providing simple functions for initialization, termination, and so on. If you choose to combine all sound engine-related libraries into a single DLL to use in the Windows version of your game, you can start from this sample project to ...
Spatial Audio Experimental Features
Wwise SDK
To provide comments and suggest improvements on experimental features, contact opene.nosp@m.ars@.nosp@m.audio.nosp@m.kine.nosp@m.tic.c.nosp@m.om.
Creating Sound Engine Plug-ins
Wwise SDK
If you are a plug-in provider and wish to ensure that your plug-ins will not have the same ID as plug-ins from other vendors, please contact support@audiokinetic.com to obtain a reserved company ID. Plug-in Static Registration Various instances of audio plug-ins are all handled by the Plug-in Manager, which recognizes different plug-in classes using both CompanyIDs and PluginIDs. Plug-ins must be ...
AkInitSettings
Wwise SDK
Will print error messages in the log if invalid values are found at various point in the pipeline. Contact AK Support with the new error messages for more information. More... bool bOfflineRendering Enables/disables offline rendering. Offline Rendering with Wwise. More... AkProfilerPushTimerFunc fnProfilerPushTimer External (optional) function for tracking performance of the sound engine that ...
Adding Plug-ins
Wwise Unity Integration
If you do not have a valid license, contact us. Evaluation licenses are always free. If you want to create a new Effect plug-in for Wwise (and then Unity), read section Creating New Plug-ins. For iOS, tvOS, and Nintendo Switch, plug-ins must be provided as static libraries. See Plug-in Static Registration. Plug-ins that are included with the integration are automatically registered in a corresponding ...
Wwise for Games | Audiokinetic
Site Web
For other types of projects, please contact us. In all the pricing tables below, the Indie plan is valid for projects with a production budget up to $250K; Pro prices are for projects with a production budget up to $2M; Premium and Platinum prices are for projects with a production budget greater than $2M. All prices ...
User Account Policy | Audiokinetic
Site Web
AUDIOKINETIC Wwise Technology. If you believe the production of the Project will go beyond its Expiration Date, you may contact Sales at any time to request an extension. Terms specific to Projects for students: Each time students in a course begin a Project, they must register and create a specific Project associated with a course. The Expiration Date for your Project will be the earlier ...
bDebugOutOfRangeCheckEnabled
Wwise SDK
Will print error messages in the log if invalid values are found at various point in the pipeline. Contact AK Support with the new error messages for more information. Definition at line 266 of file AkSoundEngine.h.
_ak_monitor_error_impl_8h_source
Wwise SDK
AKTEXT("No audio device found on system.")), 269 270 ERROR_CODE_DEF(AKTEXT("ErrorCode_Support"), AKTEXT("Internal error, contact Support with this information: %s")), 271 ERROR_CODE_DEF(AKTEXT("ErrorCode_ReplayMessage"), AKTEXT("Replay: %s")), 272 ERROR_CODE_DEF(AKTEXT("ErrorCode_GameMessage"), AKTEXT("%s (Game Message)")), 273 ERROR_CODE_DEF(AKTEXT("ErrorCode_TestMessage") ...
_ak_sound_engine_8h_source
Wwise SDK
Will print error messages in the log if invalid values are found at various point in the pipeline. Contact AK Support with the new error messages for more information. 267 268 bool bOfflineRendering; ///< Enables/disables offline rendering. \ref goingfurther_offlinerendering 269 270 AkProfilerPushTimerFunc fnProfilerPushTimer; ///< External (optional) function for tracking ...
Get the latest version of the project files from the depot and save them in your client workspace.Select and configure your Source Control plug-in in Wwise.For more information on installing and configuring Perforce, contact your system administrator, or consult the Perforce documentation.You can select and configure the Source Control plug-in in the Project Settings dialog. For more information, ...
Creating sources using plug-ins
Wwise Help
For more information, contact the Audiokinetic sales team at: sales@audiokinetic.com. To add a source plug-in:Load an object into the Property Editor. In the Contents Editor, click Add Source. The Source menu is displayed with a list of source plug-ins that are available.NoteSource plug-ins that were created for a specific platform will be unavailable in the source plug-in list for all ...
Defining Dialogue Event settings
Wwise Help
For example, in a fighting match, you might not want the commentator to say something each time contact is made. To avoid the over-triggering of audio in this type of scenario, you can reduce the probability setting for the Dialogue Event.The Mode setting gives you additional control over the behavior of the Dialogue Event in situations where several paths match the current condition of the game. ...
If this is the case, contact Audiokinetic Support.Increase command queue memory size, see AkInitSettings::uCommandQueueSize .See also: Monitoring and troubleshooting with the Performance Monitor Profiler Settings
Could not initialize 3D audio.
Wwise Help
Recommended resolution steps:Configure the Audio Device to use a different hardware device using AkOutputSettings::idDevice.Contact Audiokinetic Support if you expect the current hardware device to support binauralization.See Also:Understanding object-based audio The role of the System Audio Device