Wwise Versions
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  • Wwise SDK
  • Wwise Unity Integration
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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
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  • Blogue
The 2nd pass render setting can be enabled for 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.
Creature collection regions are visible in the Region/Marker Manager and in the Region Track above the timeline, as shown in the following images.Composite RegionThe Composite region represents a mix and complete duration of all layers of a sound combined. It is the top level of the sound layer hierarchy and in the case of Creature, the track source for this region is named ...
The ability to adjust this layer’s blend in the overall mix is useful for changing the perceived distance to the creature. All Details Layer 2 tracks use blue custom colors, alternating between light and dark shades.Details Layer 3 AirDetails Layer 3 is the closest and most intimate part of a creature vocalization, like a nasal snort or a large dying hiss. For a close perspective, you can change the ...
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 creature sound.Composite RegionThe Composite region represents a mix and complete duration of all Layers of a sound combined. It is the top level of the sound layer hierarchy and in the case of Creature Humanoid, the track source for this ...
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 movement sound.Composite RegionThe Composite region represents a mix and complete duration of all Layers of a sound combined. It is the top level of the sound layer hierarchy and in the case of Creature Movement, the track source for this ...
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 explosion sound.Composite RegionThe Composite region represents a mix and complete duration of all Layers of a sound combined. It is the top level of the sound layer hierarchy and in the case of explosions, the track source for this region ...
Footstep collection regions are visible in the Region/Marker Manager and in the Region Track above the timeline, as shown in the following images.Composite Heel and Tip RegionsThe composite region represents a mix and complete duration of all layers of a sound combined. It is the top level of the sound layer hierarchy. In the case of walk, run, and sneak, the sounds are composed of ...
In the Region/Marker Manager and in the Region Track above the timeline, you will find regions for the many types of action of each weapon with multiple variations. The regions represent a mix and complete duration of layers of a sound combined. They are assigned the Composite or specific Layer as their output source.
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 Shot sound.Composite RegionThe Composite region represents a mix and complete duration of Layers of a sound combined. It is the top level of the hierarchy of the layers of a sound and in the case of Historical Firearms, the track source for ...
In the Region/Marker Manager and in the Region Track above the timeline you will find regions for the many types of actions of each weapon and multiple variations. The regions represent a mix and complete duration of layers of a sound combined. They are assigned the Composite track as their source, the top level of the hierarchy of the layers of a sound.
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 Shot. There are also regions specific to the reload and handling of each weapon. They are set to render from the Foley Composite track.Composite RegionThe Composite region represents a mix and complete duration of Layers of a sound combined. It is ...
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.Composite RegionThe Composite region represents a mix and complete duration of layers of a sound combined. It is the top level of the hierarchy of the layers of a sound, and in the case of Quadcopters, the track source for this region ...
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 Shot. There are also regions specific to the reload and handling of each weapon. They are set to render from the Foley Composite track.Composite RegionsThe Composite regions represent a mix and complete duration of Layers of a sound combined. It is ...
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.Composite RegionThe Composite region represents a mix and complete duration of layers of a sound combined. It is the top level of the hierarchy of the layers of a sound, and in the case of Spaceships, the track source for this region is named Composite. Each ...
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 Shot. There are also regions specific to the reloading and handling of each weapon. They are set to render from the Foley Composite track.Composite RegionThe Composite region represents a mix and complete duration of layers of a sound ...
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 Shot. There are also regions specific to the reloading and handling of each weapon. They are set to render from the Foley Composite track.Composite RegionThe Composite region represents a mix and complete duration of layers of a sound ...
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 Shot. There are also regions specific to the reloading and handling of each weapon. They are set to render from the Foley Composite track.Composite RegionThe Composite region represents a mix and complete duration of layers of a sound combined. It is the ...
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 Shot. There are also regions specific to the reloading and handling of each weapon. They are set to render from the Foley Composite track.Composite RegionThe Composite region represents a mix and complete duration of layers of a sound combined. It is the ...
Création d'un plan
Wwise Interactive Music
Lorsque ces transitions se produisent, elles doivent idéalement se fondre ensemble, tant d'un point de vue musical que dans le ton du mixage global. On peut tester le son général des transitions en repositionnant rapidement le téléporteur, mais certains logiciels de MAO offrent des moyens plus avancés de préprogrammer des sauts entre les sections pour simuler divers changements dans l'ordre de lecture.
Importer les éléments
Wwise Interactive Music
La première étape consiste à importer la musique composée pour le mode d'exploration du jeu. Au lieu d'importer des éléments dans l'Actor-Mixer Hierarchy, comme vous le feriez normalement pour des effets sonores, vous importerez les éléments dans l'Interactive Music Hierarchy, qui contient des fonctionnalités uniques nécessaires aux besoins d'intégration musicale. Nous allons commencer par créer ...