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
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Wwise SDK 2024.1.7 AKSoundEnginePlatformsMacAkTypes.h ◆ AK_51FROMSTEREOMIXER #define AK_51FROMSTEREOMIXER AkTypes.h の 78 行目に定義があります。
AkHashMurMurMix32
Wwise SDK
Wwise SDK 2024.1.7 AKToolsCommonAkMurMurHash.h ◆ AkHashMurMurMix32() AkForceInline AkUInt32 AkHashMurMurMix32 ( AkUInt32  uValue) AkMurMurHash.h の 40 行目に定義があります。 参照元 AkHashMurMur32().
AkHashMurMurMix64
Wwise SDK
Wwise SDK 2024.1.7 AKToolsCommonAkMurMurHash.h ◆ AkHashMurMurMix64() AkForceInline AkUInt64 AkHashMurMurMix64 ( AkUInt64  uValue) AkMurMurHash.h の 50 行目に定義があります。 参照元 AK::GetObjectChannelHash().
Wwise SDK 2024.1.7 AkMixerInputMap< KEY, USER_DATA > メンバ一覧 継承メンバを含む AkMixerInputMap< KEY, USER_DATA > の全メンバ一覧です。 AddInput(KEY in_key)AkMixerInputMap< KEY, USER_DATA >inline AddLast()AkArray< AkInputMapSlot< KEY, USER_DATA >, const AkInputMapSlot< KEY, USER_DATA > &, AkPluginArrayAllocator >inline AddLast(const AkInputMapSlot< KEY, USER_DATA ...
Wwise SDK 2024.1.7 AKIAkMixerInputContext AK::IAkMixerInputContext メンバ一覧 継承メンバを含む AK::IAkMixerInputContext の全メンバ一覧です。 Get3DPosition(AkUInt32 in_uIndex, AkEmitterListenerPair &out_soundPosition)=0AK::IAkMixerInputContextpure virtual Get3DPositionType()=0AK::IAkMixerInputContextpure virtual Get3DSpatializationMode()=0AK::IAkMixerInputContextpure virtual GetCenterPerc()=0AK::IAkMixerInputCont ...
Wwise SDK 2024.1.7 AKIAkMixerPluginContext AK::IAkMixerPluginContext メンバ一覧 継承メンバを含む AK::IAkMixerPluginContext の全メンバ一覧です。 CanPostMonitorData()=0AK::IAkPluginContextBasepure virtual Compute3DPositioning(AkReal32 in_fAngle, AkReal32 in_fElevation, AkReal32 in_fSpread, AkReal32 in_fFocus, AkChannelConfig in_inputConfig, AkChannelMask in_uInputChanSel, AkChannelConfig in_outputConfig, ...
Wwise SDK 2024.1.7 AKIAkPluginServiceMixer AK::IAkPluginServiceMixer メンバ一覧 継承メンバを含む AK::IAkPluginServiceMixer の全メンバ一覧です。 ApplyGain(AkAudioBuffer *in_pInputBuffer, AkAudioBuffer *in_pOutputBuffer, AkRamp in_gain, bool in_convertToInt16) const =0AK::IAkPluginServiceMixerpure virtual ApplyGainAndInterleave(AkAudioBuffer *in_pInputBuffer, AkAudioBuffer *in_pOutputBuffer, AkRamp in_gain ...
Wwise SDK 2024.1.7 AKPlugin Ak3DAudioBedMixerFXFactory.h [詳解] 1 /******************************************************************************* 2 The content of this file includes portions of the AUDIOKINETIC Wwise Technology 3 released in source code form as part of the SDK installer package. 4  5 Commercial License Usage 6  7 Licensees holding valid commercial licenses ...
Wwise SDK 2024.1.7 AKPluginPluginServices AkMixerInputMap.h [詳解] 1 /******************************************************************************* 2 The content of this file includes portions of the AUDIOKINETIC Wwise Technology 3 released in source code form as part of the SDK installer package. 4  5 Commercial License Usage 6  7 Licensees holding valid commercial licenses ...
Wwise SDK 2024.1.7 AKSoundEngineCommon AkMixerTypes.h [詳解] 1 /*********************************************************************** 2  The content of this file includes source code for the sound engine 3  portion of the AUDIOKINETIC Wwise Technology and constitutes "Level 4  Two Source Code" as defined in the Source Code Addendum attached 5  with this file. Any use of the ...
Using the AkAudioMixer Module
Wwise Unreal インテグレーション
Wwise Unreal Integration Documentation Using the AkAudioMixer Module 目次 概要メインミックス(FAkMixerPlatform) コンポーネントのサブミックス(UAkSubmixInputComponent) 初期化 ポーリングの順序 オーディオバッファリング FAkMixerPlatformの設定Setting up the Wwise Project Setting up the Unreal Project FAkMixerPlatformの制限 UAkSubmixInputComponentの設定Setting up the Wwise Project Setting up the Unreal Project’s AudioCreating the Master Submix キャプチャサブミックスを作成する ...
Montreal, Canada – July 9th, 2025 - Audiokinetic Inc., the leading provider of cross-platform interactive audio solutions, today announced a strategic partnership that will empower developers to create even more immersive audio experiences for virtual reality (VR) and mixed reality (MR) applications. As of June 2025, Audiokinetic will host Meta's XR audio SDK plug-in for Wwise on their developer site ...
Wwise 2017.2 is out, and amidst a  lot of great improvements and under-the-hood optimizations, an exciting new feature is the expansion of Wwise’s State-based mixing options, providing greater flexibility and power in controlling your mix. In the 2017.1 release, you may have noticed a few new options in the States tab, such as the ability to control Aux Send Volumes and even the Duration of Transitions ...
"Tell me Why" was released on Xbox and PC and it fully supports 5.1 surround sound. Working on a narrative game involves a specific approach regarding the final mix. We cannot only rely on a full systemic approach because each cinematic or narrative moment is unique and tells the player a specific emotion. We constantly needed to adapt the audio to make the player feel comfortable and not being disturbed ...
Introduction HDR (High Dynamic Range) is a feature within Wwise, which is a very powerful tool for mixing and managing the output dynamic range of your project. I have been fortunate enough to use Wwise for most of my game audio career, and have been slowly delving into the world of HDR more and more recently. While this feature has been around since at least Wwise 2013.1, I believe there are still ...
Enotria: The Last Song, developed by Jyamma Games, is a Soulslike action RPG set in a world inspired by Italian folklore and traditional theatre. At its core, the game blends melee combat and magic attacks with music, in a way that every sound effect is designed from musical instruments. This particular approach presented an interesting challenge during the mixing phase.In this article, Audio Director ...
Sound Design for Mobile Game Part 4 - Game Audio Development Workflow, "Arena of Valor" Interactive Voices & Dynamic Mixing Filmed in Shanghai on October 23, 2018. Presented by Ci Song, Sound Designer, Xiarong Chen, Sound Designer and Kai Xu, Senior Audio Programmer at Tencent Games, Timi Studio.
In this session we'll deep dive into Sound Designing and Mixing for Trailers and Cinematics. We'll touch on frequency divisions, time divisions, music interactions, story, creative sound designing, dialog mixing and more. The importance of Dev/Marketing/Outsource communication pipelines will be explained as well. Some examples outside of the game realm might be used as well as a direct tie-back. Time ...
This educational video contains supportive content to lesson 6 from the Wwise-101 Certification course. To follow along and access complete course content, please visit: https://www.audiokinetic.com/courses/wwise101/ Topics: 00:22 Creating a New Mixing Desk 02:05 Customizing the Display 03:47 Creating Additional Mixing Desks
Wednesday, March 13th at 12pm ET / 9am PT On Wednesday, March 13th at 12pm ET / 9am PT, we'll be joined by special guests Stefan Randelshofer (Audio Director, Larian Studios) and Matheus Vilano (Senior Technical Sound Designer, Larian Studios), who'll be lifting the hood on mixing Baldur's Gate 3. They'll explore their collaboration & workflow, go hands-on in Wwise, and dive into the ideation ...