Wwise バージョン
  • Sample Project
  • Wwise SDK
  • Wwise Unityインテグレーション
  • Wwise Unreal インテグレーション
  • Wwiseの基本的なアプローチ
  • Wwiseヘルプ

その他のドキュメント

  • Strata
  • ReaWwise
  • Audiokinetic Launcher
  • Wwise Audio Lab​
  • Wwise Adventure Game
  • GME In-Game Voice Chat
  • Meta XR Audio

技能検定コース

  • Wwise Fundamentals (2024.1)
  • Wwise Interactive Music (2021.1)
  • Wwise Performance Optimization (2023.1)
  • Wwise Unity Integration (2023.1)

その他のソース

  • ウェブサイト
  • 動画
  • プラグイン
  • クリエイターズディレクトリ
  • Q&A
  • ブログ
Hi, is it possible to use Wwise in Unity to read a B-format AmbiX Ambisonics .wav file (ideally 4th order, i.e. 25 channels) and decode it directly to a e.g. an irregular 30 loudspeaker set-up, i.e. playing each decoded channel directly on a multichannel ASIO device instead of rendering it to binaural headphone reproduction or any of the predefined LS set-ups?
Hi, I am wanting to find out if WWise supports the ambisonic B-format? Wwise supports ambisonics format starting from version 2016.1.
Hi, When I try to open it on a Ambisonics bus I get a message on the meter view saying: "3D meter unsupported: unable to initialize shaders". Has anyone come across the same issue? Thanks, Fab
Hi, I'm working with trying to bring ambisonics into my workflow. I have files I have recorded with my Ambeo and I've followed the Ambisonic pipelines documentation as well as Resonance Audio documentation. Here's my issue. I import my B Format file FuMa or Ambix. Make sure in the sound editor the file is set according to which format(ambix, FuMa). Set up the bus structure of Ambisonic bus 3-3 feeding ...
Hi, I am testing and learning Wwise and how to use it for 3D audio and simulated IR for certain rooms. I created secondary buses from the master, one for Binauralizer (Auro Headphone plugin with excluded reverb), its child Ambisonics (Ambisonics 3-3) and further down the tree an auxiliary bus where the convolution reverb is used. Opening the conv reverb I can upload the B Format IR and set it to exclude ...
Hi guys, We have a VR content distribution App and we need to stream videos with ambisonics using https urls in Unity for many platforms. Does audiokinetic support this? (or at least have a synch option while streaming both the video file and audio file)
audio only if I tell the bus to output in 4.0. My question therefore is: when the game will be exported, will the audio be in ambisonics/4.0? Or will it be in stereo because ultimately my Master Bus is stereo (bus is defined by the device with no way to change it). Thank you! Eugenia
Thanks for testing out the Wwise 2021.1 Beta! Here are some resources to get you started and questions we've mapped for feedback.Object-based AudioSuggestions: Be aware of the new authoring setting: Enable System Audio Object.This determines whether Wwise Authoring will allocate System Audio Objects and has a direct impact on the associated Game/ Engine Wwise Runtime.Investigate the System ...
This would be almost identical to the current Attenuation Preview, EXCEPT that the listener should be forward facing in the center of the circle, and the preview sound emitter should pan around the listener while respecting ALL attenuation settings and curves!  Several PREVIEW settings should be available which do not change the actual sound settings. The user would select the sound. A loop ...
Google Resonance SDK is used by applying Ambisonics 3rd order to audio channels that require 3d audio settings. However, when Ambisonics 4th Order is applied to this audio channel, the following error log appears. LogAkAudio: Error: [18446744073709551615] Plug-in unsupported channel configuration: 6557955 How can we solve this problem? Google Resonance is limited to Ambisonics 3rd order, therefore ...
I've been having trouble working on a particular use case for the Wwise UE4 integration. I would like to be able to use an ambisonic recording for a stationary user which still reacts to the orientation of the user. I was hoping to enable further support for 360 video in UE4 this way. So far everything I've tried has resulted in either a static ambient sound or a spatialized mono sound when played ...