Wwise バージョン
- Cube Integration
- Installation and Migration Guide(日本語)
- Sample Project
- Wwise SDK 2019.1.11
- Wwise Unity Integration
- Wwise Unreal インテグレーション
- Wwise ヘルプ
- Wwiseの基本的なアプローチ
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
mainMixConfig
Wwise SDK
Wwise SDK 2024.1.7 AkOutputDeviceMeteringCallbackInfo ◆ mainMixConfig AkChannelConfig AkOutputDeviceMeteringCallbackInfo::mainMixConfig Channel configuration of the main mix AkCallback.h の 193 行目に定義があります。
passthroughMixConfig
Wwise SDK
Wwise SDK 2024.1.7 AkOutputDeviceMeteringCallbackInfo ◆ passthroughMixConfig AkChannelConfig AkOutputDeviceMeteringCallbackInfo::passthroughMixConfig Channel configuration of the passthrough mix (if any; will be invalid otherwise) AkCallback.h の 195 行目に定義があります。
uNumOperationsForHwMixing
Wwise SDK
Wwise SDK 2024.1.7 AkPlatformInitSettings ◆ uNumOperationsForHwMixing AkUInt32 AkPlatformInitSettings::uNumOperationsForHwMixing Used to determine the threshold at which bus-mix operations will be performed in hardware instead of software. For example, if 25 input channels need to be mixed to a 5th-order-ambisonics (36-channel) speaker bed (generating ...
AK_GET_PLUGIN_SERVICE_MIXER
Wwise SDK
Wwise SDK 2024.1.7 AKSoundEngineCommonIAkPlugin.h ◆ AK_GET_PLUGIN_SERVICE_MIXER #define AK_GET_PLUGIN_SERVICE_MIXER ( plugin_ctx) static_cast<AK::IAkPluginServiceMixer*>(plugin_ctx->GetPluginService(AK::PluginServiceType_Mixer)) IAkPlugin.h の 1907 行目に定義があります。
AK_71FROMSTEREOMIXER
Wwise SDK
Wwise SDK 2024.1.7 AKSoundEnginePlatformsMacAkTypes.h ◆ AK_71FROMSTEREOMIXER #define AK_71FROMSTEREOMIXER AkTypes.h の 77 行目に定義があります。
AK_51FROMSTEREOMIXER
Wwise SDK
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 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 ...
_ak_mixer_types_8h_source
Wwise SDK
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 ...
Audiokinetic Partners with Meta to Power Immersive Audio Experiences in Virtual and Mixed Reality
ウェブサイト
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 ...
https://blog.audiokinetic.com/tell-me-why-audio-diary-part-4- ing-and-mastering
"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 ...
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