Wwise Versions
  • Sample Project
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  • 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
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 ...
The Submersion collection is arranged in subprojects that cover an expensive range of highly flexible sounds in a broad range of environments. The objects making those sounds are easily customized using multiple control tracks. The Underwater Ambience subproject is mixed using higher-order ambisonics. This subproject is set up to render in a variety of common multichannel formats, ranging from binaural ...
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 ...
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 ...
Pour l'approche utilisée dans cette leçon, le-la compositeur·trice livre un ensemble de fichiers audio, chacun d'entre eux représentant le mixage complet tel qu'on l'obtient depuis le bus de sortie principal du logiciel de MAO. Dans l'image suivante du logiciel de MAO tirée du projet utilisé, vous pouvez voir que des marqueurs identifient chacune des six sections de la musique d'exploration ; mais ...
En supposant que du temps a été consacré au mixage de la musique dans le logiciel de MAO, cela signifie que le fait de laisser les valeurs de Voice Volume à 0 recrée le même volume relatif que les pistes ont lorsqu'elles sont importées dans Wwise. Comme les compositeurs·trices ont déjà fait un mixage pour toute la musique de Cube, vous laisserez les volumes à 0. Vous en apprendrez davantage sur les ...
Appliquer la réverbération dynamique
Wwise Interactive Music
Vous pouvez utiliser ce même Game_Parameter pour appliquer progressivement plus de réverbération à l'ensemble du mixage lorsque la santé du-de la joueur·se est au plus bas, ajoutant ainsi un son un peu mystérieux à la musique lorsque le Wwizard est presque vaincu. Sélectionnez l'Audio Bus Wwise 201 Music et cliquez sur l'onglet Effects dans le Property Editor. Dans la ligne ID 1, attribuez ...
Module 15 : utiliser la vue Soundcaster Il arrive un moment dans l'intégration audio d'un jeu où l'on se concentre sur les nuances plus subtiles de la façon dont les différents sons que vous avez intégrés interagissent entre eux. Il est important que chaque son contribue au jeu sans devenir une distraction. C'est là que l'art du mixage entre en jeu. Bien sûr, avec les jeux vidéo, il n'y a pas de ...
Module 17 : utiliser les surfaces de contrôle Si vous avez effectué le Module 15 : utiliser la vue Soundcaster et le Module 16 : configurer un Mixing Desk, vous savez déjà comment ces outils peuvent vous aider à jouer de multiple sons rapidement ainsi qu'à modifier les propriétés qui affectent ces sons. Toutefois, si vous utilisez uniquement un clavier et une souris, vous ne pouvez ajuster qu'un ...
Session, qui ne contient pas de propriété Voice Volume. Dans le Project Explorer, sélectionnez l'onglet Audio, développez l'Actor-Mixer Hierarchy > Default Work Unit > Magic > IceGem Magic, puis sélectionnez l'objet SFX IceGem_Blast Sound. Utilisez le potentiomètre de votre surface de contrôle pour régler sa propriété Voice Volume. Au début de ce module, vous avez ...
Basic Layer 1
Strata Help
They have items with mono or stereo source files, which are not mixed using ambisonics.