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AkHashMurMurMix32
Wwise SDK
Wwise SDK 2024.1.7 AKToolsCommonAkMurMurHash.h ◆ AkHashMurMurMix32() AkForceInline AkUInt32 AkHashMurMurMix32 ( AkUInt32  uValue) Definition at line 40 of file AkMurMurHash.h. Referenced by AkHashMurMur32().
AkHashMurMurMix64
Wwise SDK
Wwise SDK 2024.1.7 AKToolsCommonAkMurMurHash.h ◆ AkHashMurMurMix64() AkForceInline AkUInt64 AkHashMurMurMix64 ( AkUInt64  uValue) Definition at line 50 of file AkMurMurHash.h. Referenced by AK::GetObjectChannelHash().
Wwise SDK 2024.1.7 AkMixerInputMap< KEY, USER_DATA > Member List This is the complete list of members for AkMixerInputMap< KEY, USER_DATA >, including all inherited members. AddInput(KEY in_key)AkMixerInputMap< KEY, USER_DATA >inline AddLast()AkArray< AkInputMapSlot< KEY, USER_DATA >, const AkInputMapSlot< KEY, USER_DATA > &, AkPluginArrayAllocator ...
Wwise SDK 2024.1.7 AKIAkMixerInputContext AK::IAkMixerInputContext Member List This is the complete list of members for AK::IAkMixerInputContext, including all inherited members. Get3DPosition(AkUInt32 in_uIndex, AkEmitterListenerPair &out_soundPosition)=0AK::IAkMixerInputContextpure virtual Get3DPositionType()=0AK::IAkMixerInputContextpure virtual Get3DSpatializationMode()=0AK::IAkMixerInp ...
Wwise SDK 2024.1.7 AKIAkMixerPluginContext AK::IAkMixerPluginContext Member List This is the complete list of members for AK::IAkMixerPluginContext, including all inherited members. CanPostMonitorData()=0AK::IAkPluginContextBasepure virtual Compute3DPositioning(AkReal32 in_fAngle, AkReal32 in_fElevation, AkReal32 in_fSpread, AkReal32 in_fFocus, AkChannelConfig in_inputConfig, AkChannelMask ...
Wwise SDK 2024.1.7 AKIAkPluginServiceMixer AK::IAkPluginServiceMixer Member List This is the complete list of members for AK::IAkPluginServiceMixer, including all inherited members. ApplyGain(AkAudioBuffer *in_pInputBuffer, AkAudioBuffer *in_pOutputBuffer, AkRamp in_gain, bool in_convertToInt16) const =0AK::IAkPluginServiceMixerpure virtual ApplyGainAndInterleave(AkAudioBuffer *in_pInputBuffer ...
Wwise SDK 2024.1.7 AKPlugin Ak3DAudioBedMixerFXFactory.h Go to the documentation of this file. 1 /******************************************************************************* 2 The content of this file includes portions of the AUDIOKINETIC Wwise Technology 3 released in source code form as part of the SDK installer package. 4  5 Commercial License Usage 6  7 Licensees ...
Wwise SDK 2024.1.7 AKPluginPluginServices AkMixerInputMap.h Go to the documentation of this file. 1 /******************************************************************************* 2 The content of this file includes portions of the AUDIOKINETIC Wwise Technology 3 released in source code form as part of the SDK installer package. 4  5 Commercial License Usage 6  7 Licensees ...
Wwise SDK 2024.1.7 AKSoundEngineCommon AkMixerTypes.h Go to the documentation of this file. 1 /*********************************************************************** 2  The content of this file includes source code for the sound engine 3  portion of the AUDIOKINETIC Wwise Technology and constitutes "Level 4  Two Source Code" as defined in the Source Code Addendum attached ...
Source positioning in ambisonics derives from game object and listener positions at the moment of mixing, as is the case with any other channel configuration. Consequently, ambisonic-set sound objects can be submixed with other configurations; however, you may lose spatial information when this happens. For example, if your submix is 7.1 then you will have lost all height information when it is mixed ...
Downmixing behavior
Wwise Help
When a voice or a Bus (the input) is routed to a Bus (the output) without positioning and with different bus configurations, Wwise downmixes according to the rules described in the following pages.
Downmix tables
Wwise Help
The downmixing equations are based on AC-3 standards. They have been designed to end up the same regardless of whether signals are downmixed directly (for example, 7.1 to stereo) or in several successive steps (for example, 7.1 to 5.1 to stereo).How to read the downmix tables Consider the following table, describing the downmix equations used when routing a 5.1 input to a stereo output.Sample table: ...
Actor-Mixers
Wwise Help
When you load an Actor-Mixer into the Property Editor, the child objects are displayed in the Contents Editor. You can edit the properties for the child objects of the Actor-Mixer in this view. Objects nested in Actor-Mixer. Property controls.
Using the AkAudioMixer Module
Wwise Unreal Integration
Wwise Unreal Integration Documentation Using the AkAudioMixer Module Table of Contents DescriptionMain Mix (FAkMixerPlatform) Component Submix (UAkSubmixInputComponent) Initialization Polling Order Audio Buffering FAkMixerPlatform SetupSetting up the Wwise Project Setting up the Unreal Project FAkMixerPlatform Limitations UAkSubmixInputComponent SetupSetting up the Wwise Project Setting ...
Hi folks, This question is essentially in 2 parts, but both relate to the audio options available to the user from within the settings/options menu. The first relates to Speaker Configuration/Audio Output, the second is regarding user selectable mix presets, both of which are often seen in the Audio Options menu of most AA-AAA titles. Although always slightly different, most titles offer a multitude ...
We have updated the Facebook SDK to v7.16.1 and are getting an error in the Xcode linking about duplicate symbol 'DSP::ConstantPowerChannelMixdown(AkAudioBuffer*, unsigned int, unsigned int, float*, float, float)' in libAkSoundEngine.a(ConstantPowerChannelMixdown.o). We were not getting that when using an earlier FacebookSDK. Is this a known issue? We are currently using Unity 2017.4.16f1 and Wwise ...
Loops, Virtual Voices, Mixer Plugins
Questions et réponses
I'd like to use Playback Priority to allow only 20 loops (infinite continuous random containers) at a time. So, low priority loops stop playing, but once their priority climbs up they start playing again. Main question here: Can this be done without using Virtual Voices? My problem is, that some HRTF Mixer Plugins don't have a priority system, e.g. they don't exclude Virtual Voices from their ...
Simon-Melesse RELAVE
Répertoire des créateurs
I am an autodidactic music composer since more than 10 years, I create immersives soundscapes and I also do foleys & Sound design. I am Currently creating original music with computer assisted music, i am confirmed as a record engineer, mix engineer and sound design for synchro work (short films, Interactive apps & more), My wide range of experience in the audio domain gives me a powerful ...
Juan Salazar
Répertoire des créateurs
Highly skilled sound editor with over 15 years of experience in television, social media, commercials, and sports broadcasting. Proven ability to deliver exceptional audio quality in fast-paced environments, ensuring an engaging and immersive viewer experience. Proficient in operating a wide range of audio consoles, mixing live events, and utilizing various audio software and plugins. Two-time Emmy ...
Arturo C. Vera
Répertoire des créateurs
Music Composer SFX & Foley Audio Programmer - Wwise Integrarton Sound Engineer: Sound Recoding, Editig, Mixing & mastering.