Wwise バージョン
  • Cubeインテグレーション
  • 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

技能検定コース

  • Wwise-101 (2021.1)
  • Wwise-201 (2021.1)
  • Wwise-251 (2023.1)
  • Wwise-301 (2023.1)

その他のソース

  • ウェブサイト
  • 動画
  • Q&A
  • ブログ
beginnings, Audiokinetic has been a key player in the development and advancement of spatial audio, offering solutions from ambisonics, Convolution Reverb, and other mixer plug-ins, to supporting third-party binaural technologies. Today, spatial audio is quickly becoming central to the success of any AR/VR/MR project and interactive media projects at large, and our team at Audiokinetic was proud to ...
two types: HRTF and non-HRTF. Bus Hierarchy This meant that all 3D point sources in the game will be rendered through the ambisonics pipeline, then output by HRTF plug-ins. By contrast, 2D sources such as music and UI sounds, and sounds played according to the original channel configuration such as Ambisonics or Quad ambiences will be configured and played based on the original channel settings, without ...
is an intermediate representation of sounds and their positions rendered in a channel-based format (ex. 5.1, 7.1, 7.1.4, Ambisonics). This will produce a mix suitable to be virtualized (positioned virtually according to ideal speaker positions) and processed using Binaural Technology when 3D Audio is enabled in the System Audio Device and initialized by the endpoint. Audio Objects (mono) - Audio Objects ...
feature highlights for 2016.2.0, for those of you who have been around recently, you will have noticed the sophisticated Wwise Ambisonics pipeline. With the release of Wwise 2016.2.0, we ensure that we are pushing our collective creative limits even further by delivering an enhanced API plug-in which truly empowers everyone creating spatial audio plug-ins for Wwise. Whether you are working in game ...
audio files. For example, a four channel audio file can be reconfigured to 3.1 (L,R,C,LFE), 3.1 (L,C,R,LFE), 4.0 (L,R,SL,SR), Ambisonics (FuMa), Ambisonics (AmbiX), or 4 (anonymous). From this option, it’s also possible to change a mono file to LFE without having to use the Multi-Channel Creator tool.   Playback Cursor  From the Source Editor, we now see the playback cursor following the waveform ...
diffraction) to 180° and can be used to,  for example, shape different Attenuation curves for Rooms' dry and wet paths.  Ambisonics IR Now Packaged with Wwise Convolution Reverb Packaged with the plug-in, all ShareSets and stereo impulse responses included with the original Wwise Convolution Reverb now come with their ambisonics equivalents. Projects that already licensed the Convolution Reverb can ...
missing, placed incorrectly, wired out of phase, etc. It’s worth noting that none of the shortcomings mentioned above apply to Ambisonics even though it’s technically a channel-based format. Ambisonics uses channels to encode a spherical representation of an audio scene, and the more channels are used, the more accurate the audio scene becomes. The following articles provide a good overview of the ...
very wide channel configurations with Channel Link enabled. For example, throughput performance when processing 3rd-order ambisonics has improved by 4x, and throughput performance when processing 5th-order ambisonics has improved by 20x. Miscellaneous Changes WG-51974 Improved the positioning of the Texture labels in Spatial Audio Volumes. WG-53798 Added the following optional counters to the Performance ...
path from the emitter to the listener. Additionally, the wet path now diffracts around geometry edges. 4th & 5th Order Ambisonics Wwise now supports the playback of 4th and 5th order Ambisonics audio sources and channel configuration on busses for runtime encoding. Support for Meshes Unreal: No longer limited to geometry primitives, the new AkGeometry component applies surface reflectors on either ...
take effect a few seconds after clicking OK. WG-38817 User meter type selection no longer overwritten by 3D Meter mode for ambisonics busses. WG-39167 WAAPI is now enabled by default in the User Preferences. Along with this, the "Allowed origins" field was renamed to "Allow browser connections from origins" to more accurately describe its purpose. The "#file" and "#unknown" origins are now enabled ...
object orientation. The top vector must be perpendicular to the front vector and normalized. However, this is only used for ambisonics rotation. If you are not using ambisonics files and no top vector is readily available, you may set them to any arbitrary value, such as the listener's top vector. WG-29828 (iOS) It is now unnecessary to call Suspend() and WakeupFromSuspend() for iOS for normal application ...
2016 IX Symposium
ブログ
establishment of powerful immersive experiences via spatial audio advancements and implications. Topics will include Spherical, Ambisonics & Spatial Capture; Procedural Audio & Interactive Scenes; Virtual Acoustics and Augmented Experiences; and many more around developments in immersive technology, spherical stereo image capture, and head-mounted displays and mapping solutions in the context ...
just that much cooler.     Key features include:     3D Audio Enhancements   The Wwise voice pipeline now fully supports Ambisonics which includes file playback, rotation, real time encoding/decoding, and recording. To our knowledge, there is no other game audio engine that does this!  We set the bar even higher for the great sounding Auro-3D headphone plug-in by adapting its input to receive 1st ...
time of the recording will always come out from the left speaker after convolution. However, following on the trend to use ambisonics to record and transmit spatial audio data, it is also possible to record an impulse response using an ambisonics microphone. This will record the sound propagation coming from all directions, and later on will allow you to rotate the listener’s perspective interactively.
able to compare and experiment with sound portals, oriented reverb, occlusion and obstruction, audio LOD (level of detail), ambisonics vs. quad, binaural vs. standard stereo, etc.  Some scenarios requires connecting Wwise to the game, but most features are directly integrated in the game, and A-B comparisons can be executed in a few seconds from the sound options menu.     In-game Sound Options menu ...
that as the T-Rex got closer it sounded more stereo and cinematic. Can you elaborate on how you leveraged object based vs. ambisonics towards creating a cohesive spatial mix for this experience? RICHARD:We actually didn’t use any ambisonics in this experience, but instead used a combination of object-based sounds and more traditional 2D stereo sounds to help make the experience as ‘cinematic’ as possible.
presentation for VR elements. The solution was building a 64-speakers array behind fake walls and implementing all audio in Ambisonics.  The fake walls were built, and the speakers were implemented by WeSound, a company based in Hamburg which delivers massive soundscapes for many projects around Europe. WeSound used ICST Ambisonics tool from Zurich’s Institute for Computer Music and Sound Technology ...
assets to really cut through the mix and then get out of the way. Can you elaborate on how you leveraged object based vs. ambisonics towards creating a cohesive spatial mix for this experience? Richard:  Everything we did for the game was actually object-based—we didn’t use any ambisonics. Sometimes simple is effective, and it’s what ended up working best here for this project!Nick:  For the most ...
still present, but play a secondary role to other parts of the story. Can you elaborate on how you leveraged object based vs. ambisonics towards creating a cohesive spatial mix for this experience? Richard: This game is really an experience that takes you and three friends and throws you into a fast-paced VR world on an actual moving simulator. It goes by quick, and there’s so much going on and stimulating ...
path from the emitter to the listener. Additionally, the wet path now diffracts around geometry edges. 4th & 5th Order Ambisonics Wwise now supports the playback of 4th and 5th order Ambisonics audio sources and channel configuration on busses for runtime encoding.   Support for Meshes Unreal: No longer limited to geometry primitives, the new AkGeometry component applies surface reflectors on ...