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
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.
The Ambience Nature collection consists of a comprehensive range of natural ambiences. The subprojects are subdivided into Areas, Weather, Birds and Animals related to the Areas, and Objects Environmental and Water. Like all Strata Ambience collections, some subprojects are arranged to mix ambisonically using the IEM plug-ins in third order and to render to a range of multichannel ...
Composites
Strata Help
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 ...
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 Ambience Urban collection consists of a comprehensive range of urban ambiences. The subprojects are subdivided into Interior and Exterior, and Additional. The Underground subproject is an exception because its sounds can be in both categories.Like all Strata Ambience collections, some subprojects are arranged to mix ambisonically using the IEM plug-ins in third order and to render to a range ...
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 Combat control track envelopes provide a convenient way to quickly modify the mix of the layers of the Callout performance. There are matching controls for the male and female layers. They are placed at the top of the Track View (TCP). There are four envelope tracks: two for the male groups and two for the female groups. They are key to the adjustment of the Combat ...
Composite Tracks
Strata Help
Composite Tracks are parent tracks fed by combinations of Layers and other Composite Tracks.To offer the maximum potential to render precisely mixed versions of Combat Walla performances for your particular needs, the track routing of the Walla project is complex. There are multiple Composite Tracks. Depending on various control track envelope values, sound may or may ...
The Combat control track envelopes provide a convenient way to quickly modify the mix of the layers of the Walla performance. There are matching controls for the male and female layers. They are placed at the top of the Track View (TCP). There are six envelope tracks: three for the male groups and three for the female groups. They are key to the adjustment of the Combat ...
In the Region/Marker Manager and in the Region Track above the timeline, you can see all of the Regions that combine to form the composite sound.We expect that most of the gore sounds will be used as composite mixes of the various layers; consequently, no individual layers in the Gore collection have regions set up to render. All regions are set to render a Composite mix of the layers ...
If you need a complete mix of the weapon shot that includes a loop composite, then a render of the Main Mix for the duration of the three combined Composites is needed. Basic Layer 1 BodyThe Body layer is the main shot character. It helps to generate size, type, and function. Additionally, it can be used as a standard distance sound ...
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.
Bien que l'équilibre relatif entre les instruments devrait être relativement ajusté, l'un des problèmes posés par une musique qui évolue de façon dynamique est qu'il est impossible de prévoir entièrement quels seront les niveaux de volume maximum et minimum du mixage combiné. Selon le déroulement du jeu et les diverses répartitions aléatoires, il peut arriver que la combinaison de tous les éléments ...
Leçon 4 ont un son un peu sec par rapport aux pistes d'accompagnement. Le son des pistes MIDI est dérivé des objets que vous avez créés dans l'Actor-Mixer de Wwise 201. Pour ajouter une réverbération, vous pouvez envisager d'insérer simplement un plug-in de réverbération sur les objets Sound SFX de Synth, mais vous ne souhaitez probablement pas utiliser cette approche. Rappelez-vous que Wwise utilise ...
Veillez à ouvrir le fichier de projet du module 8. Connexion à Cubeafin de pouvoir tester vos modifications dans le jeu. Dans le Project Explorer, développez Actor-Mixer Hierarchy > Default Work Unit, et sélectionnez l'objet Sound SFX Teleporter. Dans le Property Editor, sélectionnez Positioning, puis dans la liste 3D Spatialization, sélectionnez >Position + Orientation.
Module 12 : comprendre le fonctionnement du Master Audio Bus Il n'est pas rare que plus de cinquante sons soient joués simultanément au cours du gameplay. Dans ce module, vous allez apprendre comment Wwise mixe tous ces sons ensemble, en partant du principe qu'un ordinateur ou une console de jeu n'a probablement que deux canaux de sortie, droite et gauche. Au vu de leur nom, vous seriez en droit ...