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
"Tell me Why" was released on Xbox and PC and it fully supports 5.1 surround sound. Working on a narrative game involves a specific approach regarding the final mix. We cannot only rely on a full systemic approach because each cinematic or narrative moment is unique and tells the player a specific emotion. We constantly needed to adapt the audio to make the player feel comfortable and not being disturbed ...
Introduction HDR (High Dynamic Range) is a feature within Wwise, which is a very powerful tool for mixing and managing the output dynamic range of your project. I have been fortunate enough to use Wwise for most of my game audio career, and have been slowly delving into the world of HDR more and more recently. While this feature has been around since at least Wwise 2013.1, I believe there are still ...
Enotria: The Last Song, developed by Jyamma Games, is a Soulslike action RPG set in a world inspired by Italian folklore and traditional theatre. At its core, the game blends melee combat and magic attacks with music, in a way that every sound effect is designed from musical instruments. This particular approach presented an interesting challenge during the mixing phase.In this article, Audio Director ...
Sound Design for Mobile Game Part 4 - Game Audio Development Workflow, "Arena of Valor" Interactive Voices & Dynamic Mixing Filmed in Shanghai on October 23, 2018. Presented by Ci Song, Sound Designer, Xiarong Chen, Sound Designer and Kai Xu, Senior Audio Programmer at Tencent Games, Timi Studio.
In this session we'll deep dive into Sound Designing and Mixing for Trailers and Cinematics. We'll touch on frequency divisions, time divisions, music interactions, story, creative sound designing, dialog mixing and more. The importance of Dev/Marketing/Outsource communication pipelines will be explained as well. Some examples outside of the game realm might be used as well as a direct tie-back. Time ...
This educational video contains supportive content to lesson 6 from the Wwise-101 Certification course. To follow along and access complete course content, please visit: https://www.audiokinetic.com/courses/wwise101/ Topics: 00:22 Creating a New Mixing Desk 02:05 Customizing the Display 03:47 Creating Additional Mixing Desks
Wednesday, March 13th at 12pm ET / 9am PT On Wednesday, March 13th at 12pm ET / 9am PT, we'll be joined by special guests Stefan Randelshofer (Audio Director, Larian Studios) and Matheus Vilano (Senior Technical Sound Designer, Larian Studios), who'll be lifting the hood on mixing Baldur's Gate 3. They'll explore their collaboration & workflow, go hands-on in Wwise, and dive into the ideation ...
Wednesday, August 7th at 12pm ET / 9am PT On Wednesday, we?ll be joined by special guest Harvey Scott, who?ll be diving deep into dynamic mixing for Helldivers 2. Be sure to tune in with your questions! 00:00:00 False Start 00:08:58 Livestream Start - Overview 00:09:42 Wwise 2024.1 Beta 1 00:14:30 Audiokinetic News 00:18:10 Wwise Community Spotlight 00:20:24 Audiokinetic in the Community 00:25:05 ...
Dive into the explosive soundscape of Helldivers 2 with Harvey Scott (Senior Sound Designer at Sony Interactive Entertainment) and Damian O'Sullivan (Dialogue Designer at PlayStation Studios) at Wwise Tour 2024 Shanghai! Discover the know-how behind the game's immersive mix as they break down their challenges, Wwise solutions, and the universal mixing strategies you can apply to any game. Whether ...
VARUT REMIX
Répertoire des créateurs
After you have set up the bus structure in your project, you can fine-tune and troubleshoot the mix of sounds, music, and motion in the game. Wwise has two main tools for mixing your game audio: The Master-Mixer Console - A mixing console that groups a variety of bus properties into one view.The Mixing Desk - A flexible and powerful mixing console that groups a variety of bus and object properties ...
The Mixing Desk is the perfect tool to help you mix the different audio components of your game. You can connect to your game, start a capture session, and then monitor the activities of your audio while tweaking the individual properties for each object and bus within your Mixing Session in real time.TipBy default in Wwise, you can switch to the Mixer layout by pressing F8.To mix audio using the ...
The Mixing Desk is a flexible and powerful mixing console that groups a variety of properties into one view allowing you to fine-tune the audio mix of your game. You can add any object or bus to the Mixing Desk and then define routing, apply effects and Attenuation ShareSets, edit state properties, and modify properties of individual objects and busses within your project.If you start a capture session ...
Wwise SDK 2024.1.7 Creating an Actor-Mixer Creates a new virtual folder called 'Guns' under the default work unit. If a folder with the same name already exists, it automatically finds a unique name. Function URI ak.wwise.core.object.create Arguments { "parent": "{a9129d80-07e0-11e7-93ae-92361f002671}", "type": "ActorMixer", "name": "My Actor-Mixer" } Result { "id": "{66666666-7777-8888-9999- ...
ActorMixer
Wwise SDK
Wwise SDK 2024.1.7 ActorMixer Plugin ID: 8 Class ID: 524304 Refer to ak.wwise.core.object.setProperty, ak.wwise.core.object.setReference and ak.wwise.core.object.set to set properties and references with WAAPI. Also refer to Querying the Wwise Project to learn how to query properties and references. Refer to ak.wwise.core.object.create and ak.wwise.core.object.set to add objects to lists ...
MixingSession
Wwise SDK
Wwise SDK 2024.1.7 MixingSession Plugin ID: 53 Class ID: 3473424 Refer to ak.wwise.core.object.setProperty, ak.wwise.core.object.setReference and ak.wwise.core.object.set to set properties and references with WAAPI. Also refer to Querying the Wwise Project to learn how to query properties and references. Refer to ak.wwise.core.object.create and ak.wwise.core.object.set to add objects ...
Wwise SDK 2024.1.7 Wwise 3D Audio Bed Mixer Plugin ID: 190 Class ID: 12451843 Refer to ak.wwise.core.object.setProperty, ak.wwise.core.object.setReference and ak.wwise.core.object.set to set properties and references with WAAPI. Also refer to Querying the Wwise Project to learn how to query properties and references. Refer to ak.wwise.core.object.create and ak.wwise.core.object.set to ...
Wwise SDK 2024.1.7 AKIAkMixerInputContext List of all members | Public Member Functions AK::IAkMixerInputContext Class Referenceabstract Interface to retrieve information about an input of a mix connection (for processing during the SpeakerVolumeMatrix Callback) More... #include <IAkPlugin.h> Public Member Functions virtual IAkVoicePluginInfo * GetVoiceInfo ()=0   virtual ...
Wwise SDK 2024.1.7 AKIAkMixerPluginContext List of all members | Public Member Functions | Protected Member Functions AK::IAkMixerPluginContext Class Referenceabstract Interface to retrieve contextual information for a mixer. More... #include <IAkPlugin.h> Inheritance diagram for AK::IAkMixerPluginContext: Public Member Functions virtual AkUInt32 GetBusType ()=0   virtual ...
Wwise SDK 2024.1.7 AKIAkPluginServiceMixer List of all members | Public Member Functions | Protected Member Functions AK::IAkPluginServiceMixer Class Referenceabstract Interface for the "Mixer" plug-in service, to handle mixing together of signals, or applying simple transforms. More... #include <IAkPlugin.h> Inheritance diagram for AK::IAkPluginServiceMixer: Public ...