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AkMixerInputMap
Wwise SDK
Wwise SDK 2024.1.7 List of all members | Public Types | Public Member Functions AkMixerInputMap< KEY, USER_DATA > Class Template Reference AkMixerInputMap: Map of inputs (identified with AK::IAkMixerInputContext *) to user-defined blocks of data. More... #include <AkMixerInputMap.h> Inheritance diagram for AkMixerInputMap< KEY, USER_DATA >: Public Types typedef ...
AkMixerInputMap.h
Wwise SDK
Wwise SDK 2024.1.7 AKPluginPluginServices Classes AkMixerInputMap.h File Reference #include <AK/SoundEngine/Common/AkTypes.h> #include <AK/SoundEngine/Common/IAkPluginMemAlloc.h> #include <AK/Tools/Common/AkArray.h> #include <AK/SoundEngine/Common/IAkPlugin.h> Go to the source code of this file. Classes struct  AkInputMapSlot< KEY, USER_DATA >  Structure ...
Wwise SDK 2024.1.7 AKPlugin Ak3DAudioBedMixerFXFactory.h File Reference Go to the source code of this file.
AkMixerTypes.h
Wwise SDK
Wwise SDK 2024.1.7 AKSoundEngineCommon Classes | Namespaces AkMixerTypes.h File Reference #include <AK/SoundEngine/Common/AkTypes.h> Go to the source code of this file. Classes struct  AK::AkBiquadCoefficients  Coefficients to be used for application of digital biquad filters. More...   struct  AK::AkBiquadMemories  "Memories" storing the previous state of the digital biquad ...
A voice that was going to be sent to the system separately as a discrete 3D Audio Object will be mixed instead. This is because too many discrete 3D Audio Objects are already playing. 3D audio systems that support discrete objects generally limit how many can play concurrently. For example, Windows Sonic for Headphones on Windows 10 can support up to 112 individual 3D objects (refer to Microsoft's ...
The current configuration of the system requires a certain number of Audio Objects to work properly. However, the initialization settings restrict this amount. While it is good practice to limit the number of Audio Objects, the minimum must be allowed in order to have all sounds playing as intended. Any sounds intended as 3D Audio Objects that exceed the limit will be mixed in the audio bed.Note that ...
The result is that any Audio Object that would normally have been sent out as a System Audio Object will instead be mixed to the Main Mix. Probable causes:The Wwise authoring tool is reserving all system objects, preventing the game running on the same PC from using them.Another game or application using Microsoft Spatial Sound is running in the background.Recommended resolution steps:If you are trying ...
The Microsoft Spatial Audio system doesn't have enough Audio Objects available. Any sounds intended as 3D audio objects that exceed the limit will be mixed in the audio bed.Recommended resolution steps:Close other applications using Audio Objects. (Windows only)Disable the use of Audio Objects. See Reserving system audio objects.See also Enabling 3D Audio. for more information on setting up 3D Audio.
This error occurs when two sounds with different channel configuration are set up to play one after the other in a sample-accurate transition. Such transitions can exist in Random/Sequence Containers, in Interactive Music, and when using the Dynamic Sequence mechanism in code. The sound will be stopped.Recommended resolution steps:Identify the sounds involved and change their Conversion Settings in ...
Sometimes it is necessary to mix various sources into a single chat signal before it is sent to other players in the chat room. For example, one of the players might be able to act as a DJ for the rest of the group. In this case, the music might come from many different sources, so it is best to set the GME Send effect plug-in to a bus instead of to each individual ...
AK_71FROMSTEREOMIXER
Wwise SDK - Windows
Wwise SDK 2024.1.7 AKSoundEnginePlatformsWindowsAkTypes.h ◆ AK_71FROMSTEREOMIXER #define AK_71FROMSTEREOMIXER Definition at line 84 of file AkTypes.h.
AK_51FROMSTEREOMIXER
Wwise SDK - Windows
Wwise SDK 2024.1.7 AKSoundEnginePlatformsWindowsAkTypes.h ◆ AK_51FROMSTEREOMIXER #define AK_51FROMSTEREOMIXER Definition at line 85 of file AkTypes.h.
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 in real time. You can add any object or bus to the Mixing Desk and then define object routing, apply effect and Attenuation ShareSets, edit state properties, and modify the properties of individual objects and busses. TipBy default in Wwise ...
Before you can use the Mixing Desk to fine-tune the mix of your game audio, you need to create and populate a Mixing Session. A Mixing Session is similar to a Preset or Soundcaster session in that it saves the contents of the Mixing Desk within your project so that you can go back to it at a later time. Each Mixing Session is saved on the Sessions tab of the Project Explorer, under its corresponding ...
The Mixing Desk is customizable, which means that you decide what types of information will be displayed. Using the Mixing Desk Settings dialog, you can add or remove different types of information, choose between property sliders or faders, and specify the height of the faders.To customize the information displayed in the Mixing Desk:Open the Mixing Desk by doing one of the following:From the menu ...
The Mixing Desk Settings dialog allows you to enable or disable the type of information displayed in the Mixing Desk. You can also define the height of the vertical faders and the meters. Interface Element Description Monitoring Activity Determines whether the monitoring information will be displayed in the Mixing Desk. The following activities can be monitored ...
Containers and Actor-Mixers can both be used to group the assets within your project hierarchy, but they are applied at different levels and serve different purposes.Containers are at the second level in the Actor-Mixer Hierarchy, which means they can be both parent and child objects. You can use containers to group sounds and containers. By “nesting” containers within other containers, you can achieve ...
This gives you a great deal of power while saving you time and streamlining the development process.You can use a combination of object types to group your assets and build the Actor-Mixer Hierarchy in your project. The following pages provide further details on working with these object types. What is a sound object? Grouping objects to create your Actor-Mixer Hierarchy Building ...
Types of containers - these are mainly used to play a group of objects according to a certain behavior, such as Random, Sequence, or Switch. Using containers and Actor-Mixers within the Actor-Mixer Hierarchy - these are generally used to specify the overall properties of a group of objects, such as volume and pitch. NoteVirtual Folders can also be used to group objects ...
After you have created your project, you can start creating the structure for your assets in the Audio tab of the Project Explorer. The non-music structure that will contain these assets is called the Actor-Mixer Hierarchy. You can add objects to the Actor-Mixer Hierarchy and create relationships by grouping them at different levels in the hierarchy. The following table lists the kinds of objects ...