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
Category drop-down menu. Describe the feature in the question field and provide as much detail as possible in the “More information for the question:” field. Licensing or pricing questions should be directed to the Developer Relations team, this choice leads to the “Contact us” form on the Audiokinetic website. Creating a Support Ticket Once you select Question, Malfunction, Performance or the Crash/Hang/Assert ...
The core of the program is a modified version of a script called Open project from clipboard by Jeremy Roggers aka JerContact. If you are not familiar with Jeremy’s work, he has great ideas for people transitioning from Protools to REAPER, so definitely check him out. The problem with his script is that it’s not very user friendly. So, with his permission, I made a few adjustments and created this ...
Wwise Unity Integration
Wwise Unity Integration
Wwise Unity Addressables Package Basic Tutorial For Packaging DLC Wwise Addressable Samples Troubleshooting Copyright Contact Us If you have questions about this integration, post your questions to our Community Q&A forum. If you have purchased the support package, contact Audiokinetic support. See also Audiokinetic Launcher: Integrating Wwise into a Unity Project Wwise-301: Wwise Unity ...
Adding Sounds to Physical Impacts
Wwise Unreal Integration
It also demonstrates how to use RTPCs to set minimum velocity thresholds to ensure that impact sounds don't play whenever there is minor contact between objects. Finally, it includes a system for instantiating objects in the game to test the impact sound system. To prepare for this tutorial: Obtain a short sound to use for a physical impact and import the sound into Wwise. Create a Game Parameter ...
Batch Rename View, with the specified objects.objects - an array of objects ShowBugReportShows the Bug Report page.  ShowContactAKShows AK's Contact Us page.  ShowContextualHelpShows the Contextual Help View for a specified property.property - a pointer to a single CProp object ShowControlSurfacesDlgShows the Control Surfaces Settings dialog.  ShowDefaultObjectValuesShows the Default Object Values ...
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If you represent an academic institution that would like to get licensed with Audiokinetic to teach Wwise and get listed on the Creators Directory, contact us for further information. {{cta('83701131-d6cd-4eca-9195-a60a3620e4c7')}}     Your Audiokinetic account is your one-stop community access As we strive towards optimizing our unified and dynamic nucleus for the interactive audio community, we ...
When a wavelength smaller than an obstacle comes in contact with an obstacle, the sound will be reflected. However, when the wavelength is longer than the obstacle, it will go around it. So, if you imagine those two frequencies combined in one signal, traveling towards the same obstacle, a listener behind that wall will only hear the lower frequency (longer wavelength). This effect gets trickier with ...
For example in the most recent update where we added vehicles, the buggy is my own unglamorous car, recorded using contact microphones, the hovercraft is a combination of a desktop fan and air conditioning unit and the large vehicle sounds come from programmer Dave’s Range Rover, I just dropped a microphone into the engine then we went for a spin around Guildford. Apart from my usual rule of every ...
Roughly one month later, we heard murmurings of ‘SoundFrame’ and an import audio API perhaps being added to the SDK.  Around that time, another customer put us in contact with Bernard Rodrigue, Director of Development at Audiokinetic, who told us about the revamped SoundFrame, now known as the Wwise Authoring API (WAAPI), and its planned features.  It seemed to have (or would have) everything needed ...
Thank you for reading, and please feel free to contact us if you have any questions or comments!     Additional Resources    Community Stream: For a more detailed look at crowd audio and the Wwise project, project audio lead Matthew Florianz and audio programmer Jon Ashby talk to community manager Bo in a 2 hour community live stream.   Developer Diary:   Watson Wu’s Coaster recording Diaries:      ...
If you like our solution and would like to do something similar for your project, please feel free to contact me. Right now, ReaCognition is a tool created just for one specific project, but my plan is definitely to make it publicly available in future, especially if there is a significant need for such a tool. Once again, I don’t claim that this workflow, or even ReaCognition, is the best solution ...
Please feel free to contact me if you have any suggestions. Thank you! Enjoy the closing song performed by AHKE!  
Feedback and comments are always welcome of course, so do not hesitate to contact us. We hope we created a set of impulse responses that your projects benefit from and make it even more acoustically convincing.  {{cta('b15b21ae-b66c-47aa-b733-8a1e301d43d4')}} BOOM Library Outdoor Impulse Responses can be used with the Wwise Convolution Reverb plug-in. Listen to a few examples:   DogBark_Hillside50m_DRY_30_Mix_ ...
Perhaps someone is reading this article right now who has first-hand experience with these technical practices! If you would like to contribute to the continued documentation of game audio history you can contact me with your story so your work is not forgotten as technology continues to evolve.    
If you would like to see SpectralMultiEffect available on your project's platform please contact me through the website, and let me know. Based on interest from users I will consider platforms to be added soon. {{cta('d57305a0-7921-47c4-8be7-a75a8a0b676d')}} Audio Samples Here are three sets of samples demonstrating audio processing with SpectralMultiEffect. Spoken Voice File This file begins with ...
This is the system that makes sounds audible when the sound source is in contact with the player, allowing sounds to be heard even in unpressurized environments. This was an effect inspired by the movie Gravity, which was released a few years before development on Shipbreaker began, but was still a major influence. The Touch Transfer system was borne out of one of those "wouldn't it be cool if…" conversations ...
If a Static Mesh does not have a Simple Collision, we need to create one or contact our Tech Art team for help. Using AkSpatialAudioVolumes as AkGeometry In case we don't want to add an AkGeometry component to a mesh, usually for the reasons of optimization, we can use an AkSpatialAudioVolume instead. For that purpose, we need to add an actor instance of the volume to the level and shape it so that ...
No more mixing with the headset on your forehead! Mixing should be done where the results are heard – in VR & AR. Contact the Dear Reality team if you want to partner up, have questions, or just want to stay updated about relevant developments of dearVR SPATIAL CONNECT for Wwise. Simply sign up for the priority list here.
Team to keep an eye on the development of this new iteration of GWENT, thinking about the soundscapes and solutions specifically for this project and to be the main point of contact for all audio related topics for the team developing Rogue Mage. What did working on a live service game teach us? First off, we would like to focus on giving you a brief summary of how GWENT worked as a project and what ...