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There, Wwise will decide which voices to keep according to which objects have the highest priority. So, those with the lowest priority that are in excess of the number of virtual voices will be virtualized or killed.
If the limit is reached, the priority then determines which objects will be passed to the bus level in the Master-Mixer Hierarchy.The following flowchart shows how Wwise determines which sound and motion objects within the Actor-Mixer Hierarchy or which music objects within the Interactive Music Hierarchy will be played per game object. In reality, there may be several iterations through different ...
CPU resources that voices use, you can use the following settings to reduce the number of concurrent voices:Playback limits determine the maximum number of instances of a sound that can play at the same time. Priority determines which sounds to kill or send to virtual voice behavior in the event that the playback limit is exceeded.Virtual voices are sounds that ...
In loading different versions of the same object, Wwise gives priority to the most recent one.ExampleSoundBankA was included in the main release and packaged into Package #1.The content of SoundBankA is modified after the main release. It is repackaged into Package #2, which is new, and becomes part of the DLC.The game, which has the DLC, loads Package #1 and then loads Package #2.When the game wants ...
Multiple active bindings can conflict with their Controller Assignments. It is not possible to load multiple bindings to the same key simultaneously.NoteBindings from a Control Surface Session are loaded from top to bottom. When a conflict occurs, the first binding takes priority and only the first conflicting binding is loaded.When a conflict is found:A yellow triangle appears beside the ...
Platform Manager
Wwise Help
Over this limit, voices with the lowest priority will adopt their virtual behavior. If priorities are equal, older sounds will be considered to have a higher priority. Each sound can override its own virtual behavior, which can be: Continue to playBe killedSend to virtual voice NoteThe Maximum number of voice instance may not be respected if the virtual behavior on some sounds is set to ...
Editor documentation . Note Using the built-in parameters to control an RTPC can lead to problems if that RTPC is tied to Initial Delay or Priority. Built-in parameters are computed when a sound plays on a given game object, so they work great for most sound properties. Logical control of playback items like Initial Delay and Priority are not suited while using the built-in parameters to ...
Editor documentation . Note Using the built-in parameters to control an RTPC can lead to problems if that RTPC is tied to Initial Delay or Priority. Built-in parameters are computed when a sound plays on a given game object, so they work great for most sound properties. Logical control of playback items like Initial Delay and Priority are not suited while using the built-in parameters to ...
Editor documentation . Note Using the built-in parameters to control an RTPC can lead to problems if that RTPC is tied to Initial Delay or Priority. Built-in parameters are computed when a sound plays on a given game object, so they work great for most sound properties. Logical control of playback items like Initial Delay and Priority are not suited while using the built-in parameters to ...
Editor documentation . Note Using the built-in parameters to control an RTPC can lead to problems if that RTPC is tied to Initial Delay or Priority. Built-in parameters are computed when a sound plays on a given game object, so they work great for most sound properties. Logical control of playback items like Initial Delay and Priority are not suited while using the built-in parameters to ...
Audio on the game object. Note Using the built-in parameters to control an RTPC can lead to problems if that RTPC is tied to Initial Delay or Priority. Built-in parameters are computed when a sound plays on a given game object, so they work well for most sound properties. Logical control of playback items like Initial Delay and Priority are not suited while using the built-in parameters to control ...
Audio command queue to update the internal sound engine state, but no actual audio is rendered by that function call.Make sure the audio processing thread (named AK::EventMgrThread, but whose priority is set via AkPlatformInitSettings::threadLEngine) has a high enough CPU priority to process. If this was the problem, the game would also experience a lot of "Voice Starvation" errors too.Connect a debugger ...
The Back Room is the highest priority, active and enabled Room on the negative side of the Portal (opposite the direction of the local Z axis). A disabled Room is not selected at runtime. Front Room An AkRoomPortal connects two AkRoom Rooms. The Front Room is the highest priority, active and enabled Room on the positive side of the Portal (aligned with the direction of the local Z axis). A disabled ...
AK
Wwise SDK
More...   class  IAkPluginServiceAudioObjectPriority   class  IAkPluginServiceHashTable   class  IAkPluginServiceMarkers  Interface for the markers service. More...   class  IAkPluginServiceMixer  Interface for the "Mixer" plug-in service, to handle mixing together of signals, or applying simple transforms. More...   class  IAkPluginServiceRNG   class  IAkPluginServiceTempAlloc   class  IAkProcessorFeatures ...
g
Wwise SDK
GetPrev() : AK.Wwise::SourceControlContainers::IAkList< Type, Arg_Type > GetPriorities() : AK::IAkPluginServiceAudioObjectPriority GetPriority() : AK::IAkVoicePluginInfo GetProcessorFeatures() : AK::IAkPluginContextBase GetProgress() : AK.Wwise::ISourceControlUtilities GetProjectLicenseID() : AK.Wwise::Plugin::V2::Host , ak_wwise_plugin_host_v2 GetProperties() : AK::Win32::Device GetProperty() ...
g
Wwise SDK
GetPrev() : AK.Wwise::SourceControlContainers::IAkList< Type, Arg_Type > GetPriorities() : AK::IAkPluginServiceAudioObjectPriority GetPriority() : AK::IAkVoicePluginInfo GetProcessorFeatures() : AK::IAkPluginContextBase GetProgress() : AK.Wwise::ISourceControlUtilities GetProjectLicenseID() : AK.Wwise::Plugin::V2::Host GetProperties() : AK::Win32::Device GetProperty() : AK::Win32::DeviceProperties ...
Wwise SDK 2024.1.8 AKSoundEngineCommonIAkPlugin.h ◆ AK_GET_PLUGIN_SERVICE_AUDIO_OBJECT_PRIORITY #define AK_GET_PLUGIN_SERVICE_AUDIO_OBJECT_PRIORITY (   plugin_ctx)    static_cast<AK::IAkPluginServiceAudioObjectPriority*>(plugin_ctx->GetPluginService(AK::PluginServiceType_AudioObjectPriority)) Definition at line 1910 of file ...
GetPosition(bool *out_pbEndOfStream)=0AK::IAkStdStreampure virtual GetStatus()=0AK::IAkStdStreampure virtual Read(void *in_pBuffer, AkUInt32 in_uReqSize, bool in_bWait, AkPriority in_priority, AkReal32 in_fDeadline, AkUInt32 &out_uSize)=0AK::IAkStdStreampure virtual SetPosition(AkInt64 in_iMoveOffset, AkMoveMethod in_eMoveMethod)=0AK::IAkStdStreampure virtual SetStreamName(const AkOSChar *in_pszStreamNam ...
Wwise SDK 2024.1.8 AKIAkVoicePluginInfo AK::IAkVoicePluginInfo Member List This is the complete list of members for AK::IAkVoicePluginInfo, including all inherited members. ComputePriorityWithDistance(AkReal32 in_fDistance) const =0AK::IAkVoicePluginInfopure virtual GetPlayingID() const =0AK::IAkVoicePluginInfopure virtual GetPriority() const =0AK::IAkVoicePluginInfopure virtual ...
So, only one (the highest priority) should be selected.