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
Summer of Beta 00:12:12 Strata - New Sample: Physics 00:13:34 Wwise Community - Airwiggles Implementournament 00:15:58 Dynamic Mixing - Baldurs Gate 3 00:17:07 Audiokinetic in the Community 00:23:24 Flock - Developer Introductions 00:27:00 Flock - Game Introduction 00:30:33 Development Trust 00:31:27 Voice Design for Birds 00:37:58 Musical Melodies Tuneful Illustrations 00:42:03 Bird Voice Process ...
Hi all, I'm a bit of a Wwise newbie so I'm hoping my issue is a minor one due to user-error that is easy to resolve. I'm using a recent version of Wwise as the audio engine for a Unity 6 Quest-VR project. In the project I'm playing back a bunch of looping music stems (as SFX in the actor-mixer hierarchy) that are all 16bit, 48KHz mono wav files. I'm not binauralizing the audio, but am using 3D playback ...
PS5 games, where it’s hardware-accelerated and acts after all the 3D audio processing.Ideally, the game audio is already mixed well, different output configurations have been accounted for, and the Mastering Suite is only used to apply occasional peak limiting, mainly when unforeseen events occur in-game. However, reality often presents challenges stemming from the diversity of acoustic environments ...
The loudspeaker itself is a spatialized sound emitter in the virtual world – the source of the audio just happens to be a mix of sounds that are occurring at another part of the level.  We will even apply a futz effect to the mix to mimic the lo-fi transmission of the signal and distortion through the loudspeaker. Wwise 2017.1 introduces the ability to preform 3D spatialization on an audio signal ...
Stefano La Civita
Répertoire des créateurs
Artist, producer, audio engineer & award winning film composer & sound designer with 10+ years of experience across many genres.
Jean-Sebastien Robitaille
Répertoire des créateurs
As a sound technician and mixer, I’ve collaborated with globally recognized brands such as Toyota, Bumble, L’Aubainerie, Expedia, Old Spice, Corona, Énergir, and the governments of Canada and Quebec. As a composer, I’ve had the privilege of crafting music for an array of projects, including over a dozen video games tied to iconic franchises like Ghostbusters, Voltron, Lord of the Rings, and Doritos ...
With Speaker Panning set to Balance Fade and 3D Spatialization set to Position, the Speaker Panning Mix fader will adjust width but only after stopping and starting playback. Is there any way to connect this fader to an RTPC?
This resolves the issue where audible voices were occasionally discarded by inaudible voices. Sounds over the playback limit can now go virtual instead of simply being killed. At the Actor-Mixer hierarchy level, limits can be set globally or per game object. A global maximum number of physical voices can now be set per platform. Solo & Mute Solo ...
Then I would go head-down and mock up different arrangements and mixes inside of Ableton using videos of our latest project and the original album stems that Nigel had prepped for the exhibition. Nigel did a ton of work remixing, re-arranging, and creating new versions of the material - he really made this special. So we’d make these roughly scored videos to agree on the layout, loop & trigger ...
Also it greatly increased the amount of mix passes needed. Our very first Technical Sound Designer, Anthony Breslin, did a tremendous job and divided the game’s audio into specific categories and assigned specific LUFS integrated level standards to each of those. Creating the assets and knowing what loudness level we should aim for not only helped with mastering the assets, but it also helped us to ...
A very important distinction between channel-based and object-based audio is that channel-based relies on a fixed number of channels from the point of production to playback, and audio mixes are designed for a strict speaker configuration or have to be downmixed to accommodate simpler speaker set-ups. Object-based audio implies that ’audio objects’ (i.e. mono source + 3D coordinates relative to the ...
We would have audio follow their global sound settings for the game.  Whilst this simple to manage during gameplay, for cutscenes it presented the problem of how to manage the mix. During any cutscene, the player could for example have turned music off. This meant that we couldn't use a traditional linear production method (where everything is premixed to the video), and instead would have to use ...
SpatialAudio Minor tweaks (after exhausting other solutions) Replace Stop events with Execute Action on Event/ID Replace actor-mixers with folders where possible Reduce the number of variations inside a Random Container Conclusion Useful links The principles of optimization Optimizing is an important process when working on a game, which, in most cases, occurs later in the production. However, ...
An entire suite of profiling and user interface improvements have been added to present a clear visual understanding of routing and mixing. These include Bus status, Processing status, and new Audio Object profiling views. The Audio Device Editor and System Audio Device have also been updated to include properties that can be authored for different output configurations, as well as the metering and ...
An entire suite of profiling and user interface improvements have been added to present a clear visual understanding of routing and mixing. These include Bus status, Processing status, and new Audio Object profiling views. The Audio Device Editor and System Audio Device have also been updated to include properties that can be authored for different output configurations, as well as the metering and ...
AM Sound Design
Répertoire des créateurs
Musician and technology hack enthusiast, I built myself some thorough skills in the practice of Sound Design. I master perfectly the audio creation process (production, editing, mixing and integration) and handle easily a large diversity of software. Influenced by Super Mario Bros, Steve Reich and also Takeshi Kitano, I will bring originality and precision to your projects. It's been one year that ...
Suite Sound
Répertoire des créateurs
is one of the most established audio post-production and music studios in Singapore. Our recording studios have created a myriad of soundscapes and mixes for countless projects both locally and internationally. We believe in providing every client with creative solutions. Formed in 2007, our team comprises of creative and experienced professionals who specialize in cutting-edge sound design, audio ...
Sharlynn Karatchuk Audio
Répertoire des créateurs
Specializing in recording/mixing, live sound, field recording, ambisonics, video game audio, and recording/editing/mixing/mastering podcasts, audio books, and voice over.
AudioNext
Répertoire des créateurs
With over 20 years of Film and Tv Post Production Experience, Dialogue Editing & Mixing, ADR & VO Recording & Mixing, Sound FX editing and Sound Design covering over 40 feature films and numerous television shows and commercials. Entering the Game Audio sphere with extensive experience in the creative cinematic field.
BØLT
Répertoire des créateurs
Experience: -Mixing & mastering music in stereo and Dolby Atmos -Recording music & voice overs -Field recording -SFX and dialog editing -Sound design and mixing