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
Wwise SDK 2024.1.8 新機能概要 2016.2 新しい Multi Editor View 新しいMulti EditorビューはUIにドッキングして表示させ、リアルタイムで使用できるようになりました。選択した単数または複数のオブジェクトに反応するので、簡単に設定変更ができます。ユーザーインターフェース(UI)も改善され、Randomizer、Link/Unlink、RTPCに関して、それぞれで該当するオブジェクトとそうでないオブジェクトが混在する場合のMixedの状態を示すアイコンが追加されました。 オーサリング用のPlay Source 再生オプションとして追加されたPlay Sourceは、Volume、RTPC、State、Effectなどの階層設定を全く適用せずに再生します。Wwiseにインポートしたオーディオソースと、階層に設定されたあらゆるプロパティを適用した結果 ...
busses tagged as "Background Music". バグ修正 WG-26349 Fixed: SoundBanksInfo max radius is not infinite with containers with mixed 2D and 3D sources. WG-26408 Fixed: AddSecondaryOutput assert on PS4 with AkOutput_Personal. WG-26412 Fixed: High-pass filter spikes when the global sampling rate is not 48kHz, and the HPF value is over 90. WG-26415 Fixed: Modulators that are applied to other modulators may ...
direct/dry output, and once for each send to auxiliary busses. Behavior Changes (2014.1 beta 2) WG-25753 Xbox One final mixing is always 7.1 as per Microsoft's guidelines. Performance Changes WG-24453 Audio File Conversion makes better use of multi-core machines during SoundBank Generation. Miscellaneous Changes (2014.1 beta 1) WG-23663 Subversion SDK was updated to 1.8.5 WG-24487 New C++-based ...
WG-23104 Fixed: (PS3) Meters broken on master audio bus. The displayed level is the same for all channels WG-23135 Fixed: (PS3) Mix busses may be destroyed too early on the PS3, resulting in suboptimal resource allocation WG-23121 Fixed: (iOS) Sound engine will switch to silent mode if iOS audio driver dies. WG-23255 Fixed: (iOS) Crash when locking screen during initialization WG-23247 Fixed: (Android) ...
新機能
Wwise SDK
Additionally, the game-defined send volume can be controlled directly in the general settings tab of any object in the actor-mixer or music hierarchy. User-Defined Auxiliary Sends Up to 4 auxiliary sends can be set to every objects in the actor-mixer or interactive music hierarchy. Auxiliary sends allow to send a portion of the audio signal to an auxiliary bus for parallel processing. User-defined ...
are now supported). Behavior and Performance Changes Wii U basic software pipeline is now optimized (decoders, resampler, mix). About 3x to 4x performance improvement, comparable to XBox performances (sometimes better!). WG-20421 Fixed: Wwise was possibly taking very long time to close a Wwise project if the project contained a lot of audio input sources. Miscellaneous Changes WG-20449 Fixed SN ...
新機能
Wwise SDK
playback limit to go virtual instead of simply be killed. Now possible to optionally add a global playback limit at the actor-mixer limiter level, instead of the per game object limit. A Project playback limit was added as a Project setting (can also be modified at runtime using the SDK function AK::SoundEngine::SetMaxNumVoicesLimit()) Virtual voices are not part of the count for the sound instance ...
parameter ignored when sound plays at listener position. WG-18930 Fixed: Total voice count in Performance Monitor also counts mixing busses. WG-19019 Fixed: xWMA prefetch size (Zero-Latency mode) not computed correctly. WG-18623 Fixed: Rare out of memory condition not handled properly in SoundSeed Impact plug-in. WG-18847 Fixed: Rare crash with volume fades while ducking and mixing. WG-18860 Fixed: ...
SetPanningRule
Wwise SDK
current panning rule directly. 注釈: The specified panning rule will only impact the sound if the processing format is downmixing to Stereo in the mixing process. It will not impact the output if the audio stays in 5.1 until the end, for example. 引数 in_ePanningRulePanning rule. in_idOutputOutput ID to set the bus on. As returned from AddOutput or GetOutputID. You can pass 0 for the main (default) ...
Use helper functions of AK::SpeakerVolumes to manipulate the vector of volume offsets in_pVolumeOffsets. 注釈 If a sound is mixed into a bus that has a different speaker configuration than in_channelConfig, standard up/downmix rules apply. Sounds with 3D Spatialization set to None will not be affected by these parameters. 戻り値 AK_Success if message was successfully posted to sound engine queue AK_InvalidFloatValue ...
NULL  ) Registers a callback to be called to allow the game to access metering data from any mixing bus. You may use this to monitor loudness at any point of the mixing hierarchy by accessing the peak, RMS, True Peak and K-weighted power (according to loudness standard ITU BS.1770). See Speaker Matrix Callbackを使用した高度なミックスカスタマイズ for an example. The callback must be ...
BatchOpen
Wwise SDK
multiple files (asynchronous). 注釈 The pCallback within each AkAsyncFileOpenData must be called when completed. It is possible to mix synchronous and asynchronous file opens, as long as all pCallbacks are eventually called. When implementing this function, make sure to process all items even if one fails to be dispatched or to open. Pointers in in_ppItems will stay valid until pCallback is called to ...
Wwise SDK 2024.1.8 AKIAkEffectPluginContext 全メンバ一覧 | 公開メンバ関数 | 限定公開メンバ関数 AK::IAkEffectPluginContext クラスabstract #include <IAkPlugin.h> AK::IAkEffectPluginContext の継承関係図 公開メンバ関数 virtual bool IsSendModeEffect () const =0   virtual IAkVoicePluginInfo * GetVoiceInfo ()=0   virtual IAkMixerPluginContext * GetMixerCtx ()=0   For object processors: Output object management.
outputs (columns), and is normalized by the number of samples. You may use the returned volume matrix with IAkPluginServiceMixer::MixNinNChannels. Supported ambisonic configurations are full-sphere 1st to 5th order. 戻り値 AK_InvalidParameter if in_cfgAmbisonics is not an ambisonic configuration. AK_InvalidParameter if in_cfgAmbisonics does not have enough channel for a valid ambisonic configuration ...
Wwise SDK 2024.1.8 AKIAkMixerPluginContext ◆ ComputePlanarVBAPGains() virtual AKRESULT AK::IAkMixerPluginContext::ComputePlanarVBAPGains ( AkReal32  in_fAngle, AkChannelConfig  in_outputConfig, AkReal32  in_fCenterPerc, AK::SpeakerVolumes::VectorPtr  out_vVolumes  ...
Wwise SDK 2024.1.8 AKIAkMixerPluginContext ◆ Compute3DPositioning() [1/2] virtual AKRESULT AK::IAkMixerPluginContext::Compute3DPositioning ( AkReal32  in_fAngle, AkReal32  in_fElevation, AkReal32  in_fSpread, AkReal32  in_fFocus, ...
Wwise SDK 2024.1.8 AKIAkMixerPluginContext ◆ Compute3DPositioning() [2/2] virtual AKRESULT AK::IAkMixerPluginContext::Compute3DPositioning ( const AkWorldTransform &  in_emitter, const AkWorldTransform &  in_listener, AkReal32  in_fCenterPerc, AkReal32  ...
ComputePositioning
Wwise SDK
Wwise SDK 2024.1.8 AKIAkMixerPluginContext ◆ ComputePositioning() virtual AKRESULT AK::IAkMixerPluginContext::ComputePositioning ( const AkPositioningData &  in_posData, AkChannelConfig  in_inputConfig, AkChannelConfig  in_outputConfig, AK::SpeakerVolumes::MatrixPtr  ...
endpoint when there are more audio objects than the available hardware objects to determine which audio objects should be mixed as hardware objects in priority and which can be mixed to a lower resolution 3D bed. 参照 Defining Playback Priority AkAudioObject AkPriority IAkPlugin.h の 1851 行目に定義があります。
channelConfig
Wwise SDK
Wwise SDK 2024.1.8 Ak3DAudioSinkCapabilities ◆ channelConfig AkChannelConfig Ak3DAudioSinkCapabilities::channelConfig {} Channel configuration of the main mix. AkCommonDefs.h の 287 行目に定義があります。