バージョン
menu_open
警告:あなたのメジャーリリース ( 2023.1.4.8496 ) に該当する最新ドキュメンテーションが表示されています。特定バージョンのドキュメンテーションにアクセスするには、Audiokinetic Launcherでオフラインドキュメンテーションをダウンロードし、Wwise AuthoringのOffline Documentationオプションにチェックを入れてください。

About the Wwise Sample Project

The sample project demonstrates typical sound design examples in Wwise. It shows how you can creatively use established and new features.

Feel free to experiment with these examples. After you’ve gone through this project, go ahead and make your own projects to reflect your vision of game audio.

You can start by Installing the Sample Project and then refer to the following sections for details on each of the examples:

  • Bus Routing—Explains the bus routing decisions made in the Master-Mixer Hierarchy.

  • Footsteps—A demonstration of how a hierarchy of Switch Containers can create interesting footstep sounds within a game.

  • Minigun—An example of how a complex audio structure can be easily managed with two Events and a game sync.

  • Car Engine Using Blend Containers—A demonstration of how to use a Blend Container to reproduce the shifting sounds of a Porsche 911 engine.

  • Car Engine Using Crankcase Audio REV—A demonstration of how to use a source plug-in developed by Crankcase Audio to reproduce the sounds of a Camaro SS engine.

  • New York City Ambience—A demonstration of how Wwise allows you to create a complex ambience which evolves over a day and is influenced by weather.

  • Dialogue—A demonstration of how to create dialogue that changes dynamically according to actions in game.

  • Ambisonics —A demonstration of the surround sound of ambisonics through the binauralization of an Audio Bus using the Auro Headphone Effect.

  • Music—These examples demonstrate different techniques for arranging and implementing interactive game music using pre-rendered audio files.

  • MIDI Music—This MIDI music mixes and matches pre-rendered music and MIDI sequences, the MIDI Sequences target sampled instruments and a soft synthesizer.

[Note]Note

Materials sent by content providers were all originally high quality (48 kHz, 16 or 24 bit). However, to save download time and disk space, we have reduced the size of some of the sound assets.


このページはお役に立ちましたか?

サポートは必要ですか?

ご質問や問題、ご不明点はございますか?お気軽にお問い合わせください。

サポートページをご確認ください

あなたのプロジェクトについて教えてください。ご不明な点はありませんか。

プロジェクトを登録していただくことで、ご利用開始のサポートをいたします。

Wwiseからはじめよう