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
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 ...
You’ll need to provide: Valid name and email address (we need to know how to contact you!) The text description of your project, with your artistic vision, etc. The link to your video (YouTube, Vimeo, etc.) The link to your Wwise project (we recommend a free upload service like Dropbox, Box, SkyDrive, Google Drive, etc.) ...
Installing Plug-ins
Audiokinetic Launcher
The plug-in is installed.NoteIf any errors occur during the plug-in extraction process, contact the vendor. Support links are available either on the plug-in page on the Audiokinetic website or on the third-party website, depending on the plug-in.
OpenSSL or SSLeay
Meta XR Audio Plug-in
For written permission, please contact * openssl-core@openssl.org. * * 5. Products derived from this software may not be called "OpenSSL" * nor may "OpenSSL" appear in their names without prior written * permission of the OpenSSL Project. * * 6. Redistributions of any form whatsoever must retain the following * acknowledgment: * "This product includes software developed by the OpenSSL Project ...
Obtaining a GME Voice Communication Service License
GME In-Game Voice Chat
Cloud account and provides you with a valid authentication key through the Audiokinetic customer portal, as shown in the following image.If your project does not display the authentication key, contact WwiseGME@audiokinetic.com.A trial-only authentication key is provided in the Integration Demo project. This is in the samples folder of Wwise after the GME plug-in has been installed.
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
Recommended resolution steps:Configure a different audio input device in the iOS system settings.If this error persists with multiple input devices, contact Audiokinetic Support.
Could not register plugin.
Wwise Help
The specified Dynamic Library for a plug-in was found on disk but there was an error while loading the library. This is a typical symptom of external dependencies of the plug-in not being present at load time.Recommended resolution steps:If this is a third party plug-in (not made by Audiokinetic), read the documentation about the plug-in to validate prerequisites.Contact the plug-in vendor for support.