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
Hello. I am integrating (preferably) Wwise 2023.1.6.8555 with Unreal 5.2. However, it is giving the following error. "Unreal Engine version not supported in the latest Wwise integration version. Previous versions can still be integrated." This error appears for all of our 5.2 and 5.1 projects, but does not appear for 5.3/5.4 projects. According to the Release Notes 2023.1.6 This version ...
I need to confirm whether it's WwiseObjectType.SoundBank or WwiseObgjectType.Soundbank.I can't create a blank Unity project and integrate Wwise into it myself because I'm getting this long-unresolved error: 2025-05-16T20:25:17.704Z: Unable to get current integration version: version file not found"Integration of a new wwise can't determine previous version of wwise" <facepalm>
Wwise version 2023.1.8.8601(Modified) Unreal Engine version 5.4Windows (unconfirmed on other consoles)ProblemWhen posting a looping event on a game object (and it only happens on this one object, everything else works fine), the sound does not play. When profiling, the Voice Inspector shows that the sound is not virtual and is playing at a reasonable volume (between -10dB and -3dB). However, the distance ...
I'm trying to simulate a realistic car engine using blend tracks, I need to create 100 blend tracks each with their pitch shifters and volume changers The workflow is repetitive and tedious with all the dragging files and sliders around, and there isn't any information on how to create blend tracks and sync parameters, change track start end values, or how to set a pitch or volume automation points ...
We have received a few reports about a problem preventing the Audiokinetic Launcher to install Wwise 2023.1.0.8367. The operation fails with a "Could not download: corrupted file on disk." error. We have found the cause of the problem, it is on our servers, and we are deploying all efforts to resolve the issue. I will reply here to let everyone know when the problem is fixed. The problem has been ...
I'm trying to install Wwise 2023.1.0.8367 via Wwise launcher, but during "Performing install operation" it's stuck on: Processing Authoring.Documentation.Tar.Xz... Processing Authoring.Documentation.MasteringSuite.Tar.Xz... Processing Authoring.Documentation.ConvolutionReverb.Tar.Xz... Processing Authoring.Documentation.Reflect.Tar.Xz... Processing Authoring.Documentation.SoundSeed.Tar.Xz... Processing ...
It has come to our attention that some users cannot install Wwise version 2024.1.4 / 2023.1.12 using the Audiokinetic Launcher. The problem is not yet fully understood; we suspect it is a concurrency problem while unarchiving some components. The result is that the installation fails with a message stating:Unknown error, zip util exited with error code 50To workaround this problem, we recommend ...
Hi Everyone,I'm currently trying to build a WebGL version of my Unity game with Wwise integration, and I’ve hit a roadblock with the Wwise Addressables workflow.Setup:Unity version: 2023.2.20f1Wwise version: 2024.3.8749Target platform: WebGLWwise Addressables package: InstalledSteps I followed:Integrated Wwise into the Unity project.Installed the Wwise Addressables package.Created the path: Assets/WwiseData/Bank ...
Global RTPC overwriting Local
Questions et réponses
Hi folks, I've got an issue with an rtpc not imprinting it's values on a curve. Wwise 2023.1.7, Unity 2022.3 On the left the curve I'm trying to imprint on, middle profiler with the rtpc values for RTPC_CameraDistance and right the rtpc in the property editor. I'm getting the correct values from Unity (CameraManager) but they won't transfer to the curve. The global value seems to overwrite the cameramanager ...
Putting it on Beta Feedback because its the closest category to just feedback. I just changed to the most updated Wwise (version 2023.1.0.8367) From the editor I launched two standalone clients that joined another standalone server. Config was Debug. I did make some changes to the Wwise integration code, specifically so that it can play without AkComponents, but I'd go as far to say that my changes ...
The current situation is as follows Unity version:2022.3.35f1 Wwise Version:2023.1.5.8522 WwiseGlobal AkEvent→Trigger On:Start, Name:BGM AkSwitch→Trigger On:Start, Name;Field/Nomal_Field AkGameObj→Attenuation Scaling Factor:1, Only Use DefaulListeners is checked Enemy Objects WwiseSwitch.cs using System.Collections;. Generic; using System.Collections. Generic; using UnityEngine; using UnityEngine.
Unreal 5.4 External source bug
Questions et réponses
Hey all, I found an extremely annoying bug that popped up after updating from Wwise 2022.1.8 to 2023.1.4, and from Unreal 5.3 to 5.4: external sources don’t work anymore when cold starting the editor. Simply regenerating soundbanks using Wwise authoring makes external sources to work again, but this is only feasible for sound designers who have Wwise installed. Is this already a known issue? ----------- ...
What happens if I'm developing my Game/App what ever, and in 10-15 years lets say the Plugin is no longer supported, maybe my license runs out, or the AudioKinetic company doesnt exist Or maybe all of the above. Because tonight, I had the wwise plugin break itself, the wwise launcher log me out, and my packaged/compiled game would no longer launch because the wwise subsystem was not enabled. (Due ...
Eventually we decided to move to UE5.3, which meant that I had to update to Xcode15 and Wwise2023.  Unfortunately, while I can build the windows parts of the plugin fine on my windows machine, and I can premake the mac builds without issue on my mac, I now can't build them in order to test them in the Wwise Authoring Tool or Unreal as I encounter the following error: Building Gunshot for Mac ...
WAQL 2.0
Blogue
Cela fait déjà quelques années que la première version du Wwise Authoring Query Language (WAQL) a été publiée. Il n'a pratiquement pas changé depuis la première version. Le changement le plus notable depuis son introduction a été l'intégration de WAQL dans la fonction de recherche (Project Explorer Search) dans Wwise 2022.1. Désormais, avec la sortie à venir de la version 2023.1, nous allons voir ...
Hello! We are having strange bug in our project in Unity (2022.3.20f1) using Wwise 2023.1.4. Because of maps in game are procedurally generated we are adding prefabs with Multi Position type ambient sources (ocean and lakes) through code. But something went wrong, and every time with new map there's extra sounds are adding in the air, where it shouldn't be (due to top down view it is very noticeable).
Wwise. (C'est-à-dire la version la plus récente et sa version précédente, au cas où vous vous poseriez la question).Au moment d'écrire cet article, les versions majeures activement supportées sont les versions 2022.1.x et 2023.1.x. À partir de la sortie de Wwise 2022.1.10 et 2023.1.1, nous avons travaillé en même temps sur les deux branches afin de les préparer pour une sortie simultanée. Nous appelons ...
Ils ont été créés au moment où la PS5 a offert une compatibilité avec le Dolby Atmos et sont disponibles dans la version 2023.1.1 de Wwise.Les préréglages ont été conçus à partir de plusieurs titres différents et visent divers paramètres audio dans votre jeu. Vous aurez inévitablement besoin de peaufiner chaque paramètre, mais avec un peu de chance, vous n'aurez pas à reconfigurer chaque module pour ...
Audiokinetic rejoint le pôle technologique de la région d'Utrecht Hilversum, Pays-Bas– 6 octobre 2023– Audiokinetic Inc., principal fournisseur mondial de solutions audio multiplateformes pour les industries des médias interactifs et des jeux vidéo, a annoncé aujourd'hui l'ouverture de sa filiale européenne à Hilversum, aux Pays-Bas. Cette décision stratégique permet à Audiokinetic de ...
Audiokinetic inc. fête le dixième anniversaire de sa toute première filiale, Audiokinetic K.K. Tokyo, Japon —Le 1er décembre 2023 — Audiokinetic inc., leader mondial dans les solutions audio interplateformes pour les médias interactifs et les jeux vidéos, célèbre fièrement les 10 ans en affaires de sa filiale Audiokinetic K.K. C’est l’occasion de souligner une décennie d’engagement indéfectible ...