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Ambience Fantasy Collection Guide
Strata Help
Ambience Fantasy offers a range of environments that articulate the fantasy world. The various Area, Interior, and Drone subprojects represent common aspects of magical fantasy lore. The drone subprojects are especially useful for establishing an air of fantasy in any natural or urban ambience.The subprojects are mixed using higher order ambisonics with assets recorded in ORTF-3D. They are set up ...
The black subtracks of the composite tracks have an IEM plug-in configured to decode the output of the main mix to the desired multichannel output configuration. The following image shows the routing of the Stereo composite track to its parent Composites track. The following image shows the IEM plug-in decoding the third-order main mix to ...
Ambience Fire and Water Collection Guide
Strata Help
This collection includes both fire and water sounds. It contains ambiences of forest and house fires, a generic, highly scalable fire, and the smoldering remains of the aftermath. All are preconfigured to render in multiple channel configurations. Using ambisonic recordings and higher order ambisonic mixing, the intensity and scale of the fires are easily adjusted. In addition, subprojects allow for ...
The black subtracks of the composite tracks have an IEM plug-in configured to decode the output of the main mix to the desired multichannel output configuration.The following image shows the routing of the Stereo composite track to its parent Composites track.The following image shows the IEM plug-in decoding the third-order main mix to stereo and its parent composite ...
Ambience Medieval Collection Guide
Strata Help
Ambience Medieval offers a wide variety of sounds that articulate the Medieval world. The Area and Interior subprojects represent aspects of medieval life, the city, day and night, tavern, church, harbor, back alley and market place. These subprojects are mixed using High Order Ambisonics with assets recorded in ORTF-3D, and are set up to render in a variety of common multichannel ...
The black subtracks of the composite tracks have an IEM plug-in configured to decode the output of the main mix to the desired multichannel output configuration. The following image shows the routing of the Stereo composite track to its parent Composites track. The following image shows the IEM plug-in decoding the third-order main mix to ...
Due to the many possible permutations of the ambisonic mixing format’s multi-channel audio, the Render to file settings in Ambience collections are different from other collections. These settings facilitate the rendering of the correct channel count of the files and pan position. The main difference is in the Multichannel files flag. The following image shows the default setting ...
The black subtracks of the composite tracks have an IEM plug-in configured to decode the output of the main mix to the desired multichannel output configuration. The following image shows the routing of the Stereo composite track to its parent Composites track. The following image shows the IEM plug-in decoding the third-order main mix to ...
The black subtracks of the composite tracks have an IEM plug-in configured to decode the output of the main mix to the desired multichannel output configuration.The following image shows the routing of the Stereo composite track to its parent Composites track.The following image shows the IEM plug-in decoding the 3rd order main mix to stereo and its parent composite track, Stereo, routed to its parent ...
The black subtracks of the composite tracks have an IEM plug-in configured to decode the output of the main mix to the desired multichannel output configuration. The IEM Decode plug-in is configurable to provide any channel format and speaker position up to the current Reaper maximum channel count of 64 channels and speaker positions. Due to limitations of the VST3 specification, the maximum ambisonic ...
Attribuer une cible à une Music Track MIDI
Wwise Interactive Music
Override parent. Vous pouvez maintenant effectuer votre affectation en faisant glisser la cible souhaitée de l'Actor-Mixer Hierarchy vers la propriété MIDI Target. Faites glisser l'objet Sound SFX Arpeggio Synth sur le champ MIDI Target dans le Property Editor. Maintenant, la Music Track Boss-A-Arpeggio va envoyer ses données MIDI ...
Ajuster la vue Meter
Wwise Interactive Music
Cours de certification Wwise-201/Leçons/Leçon 8 : Le age/Volume et Metering
La vue Meter affichée sur le côté droit de la mise en page Mixer offre certaines fonctionnalités qui ne sont pas disponibles pour les Meter affichés dans le Mixing Desk. Par exemple, il existe différents types de vumètres, tels que peak et RMS, qui diffèrent dans la façon dont le visuel réagit au signal d'entrée. Tous les Meters affichés dans le Mixing Desk utilisent un meter de type « peak response » ...
Utiliser le Loudness Metering (mesure de l'intensité sonore)
Wwise Interactive Music
Cours de certification Wwise-201/Leçons/Leçon 8 : Le age/Volume et Metering
Il est très possible qu'une société de jeux demande que le mixage d'une piste musicale se situe dans un niveau LUFS moyen défini, afin de rendre les choses plus prévisibles en termes d'équilibre de la musique avec le reste des sons du jeu. Les vumètres du Mixing Desk n'ont pas l'option LUFS, mais Wwise fournit un vumètre de Loudness LUFS spécifique. Celui-ci offre quatre Sync Groups qui peuvent ...
Attribuer des codes couleur à vos objets
Wwise Fundamentals
Attribuer des codes couleur à vos objets Vous allez maintenant améliorer l'organisation de votre projet d'un cran en attribuant des codes couleur à vos objets. Il existe de multiples approches pour attribuer un code couleur à vos objets, mais ici vous allez le faire en fonction des regroupements d'Actor-Mixers que vous venez de créer. Il sera ainsi plus facile d'identifier la catégorie à laquelle ...
Créer une autre Soundcaster Session
Wwise Fundamentals
Vous devez maintenant ajouter les objets qui sont déclenchés par ces Events afin de pouvoir ajuster les propriétés Volume, Pitch et LPF. Depuis l'Actor-Mixer Hierarchy situé dans la fenêtre Project Explorer, ajoutez les objets FireGem Magic, FireGem Blast, FireGem Explode, et FireGem_Flight à la deuxième ligne de la Soundcaster Session. Les propriétés Volume, Pitch et LPF sont maintenant ...
The following image shows the default settings of the ambisonic loop projects:The 2nd pass render setting can be enabled for the ambisonic-mixed Loop subprojects. In some cases, as you modify the mix and parameters of a subproject, disabling or enabling the 2nd pass render option might lead to a more seamless loop.
Render Settings for the Ambience Doom Collection
Strata Help
The following image shows the default settings of the ambisonic loop projects: The 2nd pass render setting may be enabled for the ambisonic-mixed Loop subprojects. In some cases, as you modify the mix and parameters of a subproject, disabling or enabling the 2nd pass render option might lead to an improved seamless loop.
The following image shows the default settings of the ambisonic loop projects: The 2nd pass render setting may be enabled for the ambisonic-mixed Loop subprojects. In some cases, as you modify the mix and parameters of a subproject, disabling or enabling the 2nd pass render option might lead to an improved seamless loop.
The following image shows the default settings of the ambisonic loop projects:The 2nd pass render setting can be enabled for the ambisonic-mixed Loop subprojects. In some cases, as you modify the mix and parameters of a subproject, disabling or enabling the 2nd pass render option might lead to a more seamless loop.
The following image shows the default settings of the ambisonic loop projects: The 2nd pass render setting may be enabled for the ambisonic-mixed Loop subprojects. In some cases, as you modify the mix and parameters of a subproject, disabling or enabling the 2nd pass render option might lead to an improved seamless loop.