Wwise Versions
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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)
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Autres sources

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You have a great deal of flexibility in creating your hierarchical structure in Wwise. Adopting a coherent strategy at the beginning of a project can save you time and effort later on. Of course, there are multiple ways to approach any audio project; these are some concepts to consider to help you achieve the best results for your game. Grouping objects in the Actor-Mixer HierarchyBefore you start ...
Adding bussesTo create the structure for your audio routing, you can add Audio Busses to the Master Audio Bus. You can also create other master busses to mix for other outputs. When using Motion, you should also create a master bus for motion devices, and route all sounds (motion is only low-frequency audio) to a bus in that hierarchy. After you have created a child bus under the master ...
The Master-Mixer Console is a mixing console that groups a variety of bus properties into one view so that you can create the final mix of your game audio. When you are connected to a game, you can audition and then tweak the properties of your audio and motion as it is being played back in game in real time. You can also monitor specific information related to the objects that are routed through ...
The Master-Mixer Console gives you quick access to all the controls available for the Audio Busses in the Master-Mixer Hierarchy. When troubleshooting, simulating, or mixing sounds, music, or motion, you can quickly mute, solo, change the properties of an Effect, or change the volume and pitch settings for a particular bus. Interface Element Description Opens a search field where ...
The Master-Mixer Hierarchy is a hierarchical series of busses at the top of your project hierarchy that allow you to group many different sound and motion structures according to the main categories within a game. For example, you can group all the interactive music sound structures and all the voices under one Audio Bus, all the sound effects structures under another Audio Bus, all the motion effects ...
Properties in Wwise are grouped into logical tabs in the Primary Editor and logical categories in the Property Editor. Both editors are found in Object Tabs. Across all Master-Mixer Hierarchy objects, the following tabs and categories have common properties:Audio Bus tab and Auxiliary Bus tab: busses to see a meter and bus status. Effects tab: busses to apply one or more Effects to all objects ...
The Actor-Mixer Hierarchy is a hierarchical series of Sound SFX and Sound Voice objects, all of which can be organized within a variety of different containers.The descriptions for each of the Actor-Mixer property options can be found in the following Property Editor descriptions: Property Editor: Actor-Mixer Property Editor: Random Container and Sequence Container Property Editor: ...
The Property Editor contains the properties for the selected Actor-Mixer. Object properties determine the characteristics of objects when they are played in-game.Each actor-mixer has a set of properties that can be used to define the characteristics of each object in game. These properties are located in the Property Editor. When you load an Actor-Mixer in the Property Editor, the Contents Editor ...
Properties in Wwise are grouped into logical tabs in the Primary Editor and logical categories in the Property Editor. Both editors are found in Object Tabs. The following tabs and categories are common across all Actor-Mixer Hierarchy objects: MIDI category: Actor-Mixer Hierarchy objects to define the MIDI synthesizer properties of an Actor-Mixer object. Sources category: Sound SFX and Sound ...
For objects located in the Actor-Mixer Hierarchy, there are a series of controls that allow you to define the object's behavior as a MIDI synthesizer:Filter controls specify which MIDI Events are to be processed by the object.Event controls specify what actions are to be taken for received MIDI events. M ID I Interface element Description MIDI Events Override parent ...
This Contents Editor gives you quick access to some of the most common properties associated with objects within the Actor-Mixer. Interface Element Description Click the Configure Columns shortcut (right-click) option from the column header band. The Object Property Settings opens. Specify which columns to display and their order. [name] The name of the object. Inclusion ...
NoteThe Effect Plug-in Editor has an identical States tab to the one for Actor-Mixer objects.In the States tab you can assign States to an object to further define the characteristics of the object when a particular State is enabled. When an object registers to multiple States, a single property can be affected by multiple value changes. In this scenario, each change of value ...
At any point, you can click the Edit button to edit the properties of the Effect.TipFor information on the Master-Mixer object Effects tab, see Effects tab: busses. General Interface Element Description [name] The name of the object. (Object Color) Displays the object's color. Clicking the icon opens the color selector. Select a color to apply ...
The properties in the Conversion category allow you, among other things, to apply Conversion Setting ShareSets to an object. When you apply Conversion Settings to an object, you must decide whether the Conversion Settings will be applied using a ShareSet or a custom instance. At any point, you can click the Edit button to edit the Conversion Settings.The Conversion category also ...
In the Wwise Project, objects of the Actor-Mixer hierarchy are associated to their emitter when the game posts events. When Wwise Objects have the Listener Relative Routing option enabled, their output busses are instead associated to the listener. Normally, the Listener Relative Routing option is enabled in the Actor-Mixer hierarchy, so that busses that follow are associated ...
You can adjust the properties in the HDR category for an object to further define the behavior of the sound in the HDR system.The HDR system performs an offline analysis on all sounds and extracts their envelope. This information is used to drive the HDR dynamics, along with bus and sound HDR settings. Refer to Understanding HDR for more details. H DR Interface element ...
The properties in the Advanced category for objects located in the Actor-Mixer Hierarchy contain a series of controls that allow you to define the advanced playback behaviors of your sound and motion objects. You can define the number of instances that can be played simultaneously per game object, specify the playback priority of each object, and determine whether object will continue ...
3D Audio Bed Mixer
Wwise Help
(See the 3D Audio Bed Mixer properties below.) The 3D Audio Bed Mixer is a plug-in that can reduce the number of Audio Objects passing through a bus by mixing some of them. This, in turn, reduces the amount of CPU resources consumed by Audio Object processing. The plug-in is typically inserted on an Audio Objects bus and generates three possible outputs: a Main Mix, a Passthrough Mix, and a ...
Submixing
Wwise Performance Optimization
WAG has been imported as separate layers (one layer per instrument) for each instrument, which allows a high amount of variation, but also requires each layer to be an individual voice. To reduce the number of voices, one needs to mix layers before importing it into Wwise, but this also removes randomization from the submix layers. You can still have a few layers with variation, to preserve some ...
Wwise SDK 2024.1.7 AKSoundEngine ◆ SetActorMixerEffect() AKSOUNDENGINE_API AKRESULT AK::SoundEngine::SetActorMixerEffect ( AkUniqueID  in_audioNodeID, AkUInt32  in_uFXIndex, AkUniqueID  in_shareSetID  ) Sets an Effect ShareSet at the specified audio node ...