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can not assign Auxiliary Bus for the "actor-mixer"(main charactor) (in lesson 5 course wwise101) I am having this same problem. Did you ever find the answer? I cannot for the life of me figure this one out...,I had the same problem. I deleted the newly created Aux Bus (env_corridor), then created a new aux bus. Before assigning an effect to that aux bus, I went and routed the audio from the main character ...
Wwise side of things, I have my sound file imported into the Wwise project and assigned to an output bus that has the OSP added in the Mixer Plug-in tab after creating an Audio Bus. I have the Positioning settings for the sound source set to 3D and the position source set to Game Desgined. Is there anything that is missing here that may be causing the OSP not to spatialise the sound it's receiving?
I'm trying to build project in android studio with NDK but have an error when linking Wwise libAuroPannerMixer.a. NDK version 19.2, compile with clang, wwise version 2017.1.3.6377. Does someone have the same problem? Application.mk APP_STL := c++_static APP_CPPFLAGS := -frtti -DCC_ENABLE_CHIPMUNK_INTEGRATION=1 -std=c++11 - fsigned-char -Wno-extern-c-compat APP_LDFLAGS := -latomic -stdlib=libc++ -lstdc++ ...
 I am looking for some insight into the best way to create a distance crossfade for 3rd person guns. I'm in the process of remixing my game using the new HDR system, and in doing so I wanted to try and clean up my messy hack for distance crossfades, and improve on the system.   My current set up for 3rd person guns goes as follows- Parent is a Random looping container,  ten blend ...
Time Stretch with Wwise meter
Questions et réponses
Hi, I would like to use the wwise meter plug in to drive a Time stretch effect on an object. The Time Strech pulgin isn't working in an audio bus, so I wonder how I could use both of these plugins together. Do you have any idea? the basic idea is to use a random container with some glitch in it. This random container is in an audio bus with the Wwise meter plugin. I have an sfx in a actor mixor.
Hi, When I use the WAAPI call ak.wwise.core.object.getPropertyAndReferenceNames, how can I best use the results of this information to find all the Event references for that Audio object? What would the WAAPI call(s) and results look like if I want to get the Event references for a given Audio object? Thanks! ak.wwise.core.object.getPropertyAndReferenceNames is not what you are looking for. ak.
Hi there, I'd like to be able to use an external midi controller to control stuff within the Music Hierarchy but it seems I can only do this within the Actor-mixer one, is it feasible to get this working for music objects too? Or - ideally - be able to control RTPC game syncs within the Soundcaster sessions using it. Basically it's just a little easier to use the midi controller whilst playing the ...
I want to create a structure of ActorMixers, Sounds and Switch Containers. I can create the objects themselves using ak.wwise.core.object.set but I don't see a way to assign the switch container states through that call. The only option I see is to create the objects using object.set, get the current assignments for each switch container individually using ak.wwise.core.switchContainer.getAssignments ...
Hi, i wonder if the default mode is to downmix stereo-channel files to mono if they are positioned in 3d? //David. Hi David, All channels are preserved and panned around the listener according to the 'Spread' (and 'Focus' starting with 2014.1) properties to make these channels more or less "point source". A classic example would be to have a stereo 'waterfall' SFX that is point-source from distance ...
Hi all, I would love some clean way to return the common directories listed in the defining custom commands page below. Right now it's a pretty convoluted work around having to use "ak.wwise.core.object.get" with some WAQL magic to get directories. Ideally would be a way to modify these child directories as well ie. ${WwiseProjectRoot}/Actor-Mixer Hierarchy or something along those lines to avoid ...
When playing music from the music player, wwise stops every sound, as it should be, but when the user pauses the music player, no sound is heard anymore, not even when new PostEvent are sent. Is there any functions to call when the user pauses the music player I can call to resume wwise activity? Thanks! What audio session category do you use? By default, Wwise uses kAudioSessionCategory_SoloAmbientSound.
Each spell sounds are inside a random container (PlayerFire_Fire, PlayerFire_Ice, PlayerFire_Lightning), and all three of them are routed inside an Actor-Mixer. This Actor Mixer allows me to make a Positioning automation to match the movement of the player character for all three of the spell in one go. Every random container share the same settings (I copy/pasted/renamed the first one to make sure ...
When using Dolby Atmos for Headphones, this error message shows up permanently: "3D audio object limit exceeded; object xxxxx instigated by voice/bus will be mixed." I'm pretty sure it's because Atmos for Headphones can only handle 16 Audio Objects simultaneously on Windows 10. So, the error message points out expected behavior. It's not an error. How can I tell Wwise to stop showing the message, ...
To achieve the best possible sound accuracy, you can send a sound as an Audio Object, which is a way to send a sound and its position (Metadata) separately from the channel mix (Main Mix). This also helps binauralization, like 3D audio, as the positioning won't depend on the channel mix configuration, but it will be an independent Audio Object when HRTF is being processed. Let's briefly set it up.
When Allow 3D Audio is enabled on the System Audio Device, Wwise can also output a 7.1.4 main mix, an optional stereo passthrough mix, and discrete Audio Objects. For more information on 3D Audio on Windows, see Enabling 3D Audio. Tip: To change the default device configuration on Windows: Right-click the Speaker icon in the system tray Select 'Playback Devices' In the 'Sound' panel, select the device ...
Range audio provides a revolutionary way of looking at the audio reproduction of high dynamic scenes by increasing the standard 96 dB of dynamic range found in 16 bit systems to as high as 200 dB. HDR audio is a dynamic mixing system in which the loudest playing sound automatically lowers the volume of the other playing sounds. The resulting effect is a more focused mix and a better voice count ...
For example, in the Actor-Mixer Hierarchy, you may want to separate your structures into different work units (e.g. Weapons, Footsteps, Vehicles, etc.). Also, if you have a lot of assets in a given category, say vehicles, you can create child work units for each vehicle. That way, somebody can work on 'Camaro' without conflicting with others working on different cars. Hope that helps, Simon   ...
An independent audio mix can be crafted for each secondary output which opens up interesting sound design avenues and game feedback mechanisms. 7.1 Channel Support Wwise voice pipeline now fully supports 7.1 on Windows, Xbox One and PlayStation®4 which includes sources, panning, effects, meters, multi-channel creator, etc. Crankcase Audio – REV REV is a suite of tools and engine ...
Richu Thomas
Répertoire des créateurs
For over 9 years, I've immersed myself in the art of sound engineering within the dynamic world of film. From capturing dialogue nuances to crafting immersive soundscapes, I bring a blend of technical precision and creative passion to every project. With a love for storytelling through sound, I thrive on pushing boundaries and creating memorable cinematic experiences. Let's make some magic together.
Handbook Japanese Technical Documentation iZotope Trash effects on PS3 “We are very proud of the new mixing features added in this release. The most impressive is the new User-Defined Auxiliary Busses and Sends which provide greater flexibility for Audio Designers to create and control the interactive mix, increasing both realism and artistic expression.” says Martin Dufour ...