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Autre Documentation
- Strata
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- Wwise Audio Lab
- Wwise Adventure Game
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- 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)
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- Blogue
“Gameplay first” is one of the core values at Blizzard Entertainment. So, naturally and however challenging, the audio team behind Overwatch decided to set an ambitious "Play by Sound" objective towards directing and influencing gameplay, rather than simply enhancing gameplay, via audio. In partnership with Dolby Atmos and Audiokinetic, the Overwatch audio team developed the game with the Dolby Atmos ...
Or: How I learned to stop worrying and love the brief. Photo: That’s me, at home, struggling to alternate between VR and coder- reality Introduction "OK, so what's this guy selling?", I hear you ask. That's a fair point (ha-ha). After all, building DSP plug- ins for various audio APIs has been an activity I've built my career around. However, it's precisely that experience that has taught ...
Developing for next-generation gaming platforms does not happen overnight. It takes months, even years, of planning and often involves a certain degree of speculation when it comes to what the technology will allow you to do. Microsoft Game Studios’ (MGS) FASA Studio began production on Shadowrun over two before the technology to produce such a game was available. Shadowrun is the first title to be ...
With the Wwise-101 and Wwise-201 certifications, you learnt how to build fantastic interactive audio and music content. You hooked up every property you could think of to RTPCs and States, you created sophisticated effects, you set mixing rules to ensure focus and clarity, and you added all sorts of variations to eliminate repetitions. Perhaps, you approached the development of your first game with ...
Introduction In this document, I will try to explain the different principles that we applied while profiling and optimizing the audio side of our game, Scars Above. This is intended to help fellow sound designers by giving them insight into processes we went through and offering advice on how to approach and plan for audio optimization.Even though this is not entirely aimed at senior-level colleagues ...
Dive and explore the underwater depths with the newest Strata collection, Submersion. This collaboration between Spectravelers and Audiokinetic will provide you with an extensive collection dedicated exclusively to underwater experiences and soundscapes. About Spectravelers We are two senior sound designers, each with over 10 years of experience each. Our shared passion for audio brought us together ...
PinEventInStreamCache
Wwise SDK
Wwise SDK 2024.1.8 AKSoundEngine ◆ PinEventInStreamCache() [1/2] AKSOUNDENGINE_API AKRESULT AK::SoundEngine::PinEventInStreamCache ( AkUniqueID in_eventID, AkPriority in_uActivePriority, AkPriority in_uInactivePriority ) Starts streaming the first part ...
PinEventInStreamCache
Wwise SDK
Wwise SDK 2024.1.8 AKSoundEngine ◆ PinEventInStreamCache() [2/2] AKSOUNDENGINE_API AKRESULT AK::SoundEngine::PinEventInStreamCache ( const char * in_pszEventName, AkPriority in_uActivePriority, AkPriority in_uInactivePriority ) Starts streaming the first ...
_ak_audio_object_8h_source
Wwise SDK
AkAudioObject() 49 :key(AK_INVALID_AUDIO_OBJECT_ID) 50 ,cumulativeGain(1.f, 1.f) 51 ,instigatorID(AK_INVALID_PIPELINE_ID) 52 ,priority(AK_DEFAULT_PRIORITY) 53 {} 54 55 /// Destructor 56 ~AkAudioObject() 57 { 58 arCustomMetadata.Term(); 59 objectName.Term(); 60 } 61 62 static const AkUInt64 kObjectKeyNumBits = 56; 63 static const AkUInt64 kObjectKeyMask ...
AkPlatformInitSettings
Wwise SDK
More... AkThreadProperties threadBankManager Bank manager threading properties (its default priority is AK_THREAD_PRIORITY_NORMAL) More... AkThreadProperties threadMonitor Monitor threading properties (its default priority is AK_THREAD_PRIORITY_ABOVENORMAL). This parameter is not used in Release build. More... AkAudioAPI eAudioAPI AkUInt32 uSampleRate Sampling Rate. Set to 0 to get the ...
ActorMixer
Wwise SDK
LowpassVoice LPFint160[ 0 , 100 ]trueAdditivetrue MakeUpGainMake-Up GainReal640[ -96 , 96 ]trueAdditivetrue MaxReachedBehaviorWhen Priority is Equalint160Possible values : Value Display Name 0Discard oldest instance 1Discard newest instance trueNonefalse MaxSoundPerInstanceSound Instance Limitint1650[ 1 , 1000 ]trueExclusivetrue MetadataMetadataList Possible types : Metadata MidiBreakOnNoteOffMIDI ...
BlendContainer
Wwise SDK
LowpassVoice LPFint160[ 0 , 100 ]trueAdditivetrue MakeUpGainMake-Up GainReal640[ -96 , 96 ]trueAdditivetrue MaxReachedBehaviorWhen Priority is Equalint160Possible values : Value Display Name 0Discard oldest instance 1Discard newest instance trueNonefalse MaxSoundPerInstanceSound Instance Limitint1650[ 1 , 1000 ]trueExclusivetrue MetadataMetadataList Possible types : Metadata MidiBreakOnNoteOffMIDI ...
MusicPlaylistContainer
Wwise SDK
LowpassVoice LPFint160[ 0 , 100 ]trueAdditivetrue MakeUpGainMake-Up GainReal640[ -96 , 96 ]trueAdditivetrue MaxReachedBehaviorWhen Priority is Equalint160Possible values : Value Display Name 0Discard oldest instance 1Discard newest instance trueNonefalse MaxSoundPerInstanceSound Instance Limitint1650[ 1 , 1000 ]trueExclusivetrue MetadataMetadataList Possible types : Metadata MidiTargetMIDI ...
MusicSegment
Wwise SDK
LowpassVoice LPFint160[ 0 , 100 ]trueAdditivetrue MakeUpGainMake-Up GainReal640[ -96 , 96 ]trueAdditivetrue MaxReachedBehaviorWhen Priority is Equalint160Possible values : Value Display Name 0Discard oldest instance 1Discard newest instance trueNonefalse MaxSoundPerInstanceSound Instance Limitint1650[ 1 , 1000 ]trueExclusivetrue MetadataMetadataList Possible types : Metadata MidiTargetMIDI ...
MusicSwitchContainer
Wwise SDK
LowpassVoice LPFint160[ 0 , 100 ]trueAdditivetrue MakeUpGainMake-Up GainReal640[ -96 , 96 ]trueAdditivetrue MaxReachedBehaviorWhen Priority is Equalint160Possible values : Value Display Name 0Discard oldest instance 1Discard newest instance trueNonefalse MaxSoundPerInstanceSound Instance Limitint1650[ 1 , 1000 ]trueExclusivetrue MetadataMetadataList Possible types : Metadata MidiTargetMIDI ...
MusicTrack
Wwise SDK
LowpassVoice LPFint160[ 0 , 100 ]trueAdditivetrue MakeUpGainMake-Up GainReal640[ -96 , 96 ]trueAdditivetrue MaxReachedBehaviorWhen Priority is Equalint160Possible values : Value Display Name 0Discard oldest instance 1Discard newest instance trueNonefalse MaxSoundPerInstanceSound Instance Limitint1650[ 1 , 1000 ]trueExclusivetrue MetadataMetadataList Possible types : Metadata MidiTargetMIDI ...
RandomSequenceContainer
Wwise SDK
LowpassVoice LPFint160[ 0 , 100 ]trueAdditivetrue MakeUpGainMake-Up GainReal640[ -96 , 96 ]trueAdditivetrue MaxReachedBehaviorWhen Priority is Equalint160Possible values : Value Display Name 0Discard oldest instance 1Discard newest instance trueNonefalse MaxSoundPerInstanceSound Instance Limitint1650[ 1 , 1000 ]trueExclusivetrue MetadataMetadataList Possible types : Metadata MidiBreakOnNoteOffMIDI ...
Sound
Wwise SDK
LowpassVoice LPFint160[ 0 , 100 ]trueAdditivetrue MakeUpGainMake-Up GainReal640[ -96 , 96 ]trueAdditivetrue MaxReachedBehaviorWhen Priority is Equalint160Possible values : Value Display Name 0Discard oldest instance 1Discard newest instance trueNonefalse MaxSoundPerInstanceSound Instance Limitint1650[ 1 , 1000 ]trueExclusivetrue MetadataMetadataList Possible types : Metadata MidiBreakOnNoteOffMIDI ...
SwitchContainer
Wwise SDK
LowpassVoice LPFint160[ 0 , 100 ]trueAdditivetrue MakeUpGainMake-Up GainReal640[ -96 , 96 ]trueAdditivetrue MaxReachedBehaviorWhen Priority is Equalint160Possible values : Value Display Name 0Discard oldest instance 1Discard newest instance trueNonefalse MaxSoundPerInstanceSound Instance Limitint1650[ 1 , 1000 ]trueExclusivetrue MetadataMetadataList Possible types : Metadata MidiBreakOnNoteOffMIDI ...
SoundEngine
Wwise SDK
AkPlayingID in_playingID=AK_INVALID_PLAYING_ID) AKSOUNDENGINE_API AKRESULT PinEventInStreamCache (AkUniqueID in_eventID, AkPriority in_uActivePriority, AkPriority in_uInactivePriority) AKSOUNDENGINE_API AKRESULT PinEventInStreamCache (const char *in_pszEventName, AkPriority in_uActivePriority, AkPriority in_uInactivePriority) AKSOUNDENGINE_API AKRESULT UnpinEventInStreamCache (AkUniqueID in_eventID) ...