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
Audio Assassins Limited
クリエイターズディレクトリ
We are production & implementation specialists, we leave audio programming up to other heroes; we do dialogue, composition and sound design through to integration and testing. Surround sound, ambisonics & binaural for training programs, games, charities and more.
Sharlynn Karatchuk Audio
クリエイターズディレクトリ
Specializing in recording/mixing, live sound, field recording, ambisonics, video game audio, and recording/editing/mixing/mastering podcasts, audio books, and voice over.
Polyspectral MBC
プラグイン
is a multiband compressor plug-in, specifically designed with real-time mastering of a game’s mix in mind. Efficient and sonically transparent, the plug-in can be put to many uses. Apply gentle compression to your full mix to imbue it with a fuller, more detailed sound. Use it as an extremely natural-sounding mastering bus limiter, to keep control over dynamics in unpredictable gameplay scenarios.
Resonance Audio SDK
プラグイン
The Resonance Audio Wwise integration includes plug-ins for spatial audio, optimized for performance and multi-platform support. Its advanced features go beyond basic 3D spatialization, providing powerful tools for accurately modeling complex sound environments.
Hello. I’m Eddy Liu, the audio designer of the recently released Immortal Legacy: The Jade Cipher. I was responsible for creating the sound effects and interactive music, and setting up the Wwise project for the game. Immortal Legacy is a PSVR action-adventure/horror shooter game featuring a lot of puzzle elements. Due to the particularity of the VR platform, the audio production was a little different ...
After discovering that the market lacked real tracked impulse responses for 3D Audio use, we set out to experiment and produce the first commercial Higher-order Ambisonics impulse response library ever. In this article, we give a behind-the-scenes look at how we did that. Microphones: The first big question was which microphones to use. We tested a bunch of setups. For first order Ambisonics there ...
Within the Architecture Engineering and Construction industry (AEC), presenting design ideas through 3D models is now common in the design process and is a valuable tool for communication of ideas and collaboration. 3D models could also be used in acoustical simulation software to calculate the sound propagation in a space from a source to a receiver. The information of how sound propagates from ...
This article was originally published on gabrielgallardoalarcon.com. A short jam with the system running. The audio in the videos has been decoded from ambisonics to binaural. The use of headphones is highly encouraged. In this blog entry I will explain how I tried to apply the Ambisonic audio workflow with Unreal Engine for a school project, how I failed, and how I used that failure as inspiration ...
In this series, we are taking an extensive look at past, current, and emerging reverberation techniques and reviewing them from an immersive and spatial perspective. In the previous articles, we covered the reasons why immersive reverberations are so challenging in virtual reality, some of the techniques behind classic reverberation algorithms, and how we can simulate sound propagation through virtual ...
First day - setting up the sleek Audiokinetic booth Another incredible Game Developers Conference wraps up, fueling the gaming industry with inspiration and vitality. Both official and community-driven meet-ups seamlessly contribute to its wonder. From early morning #gameaudio coffee at Sightglass, where the audio community is brought together by Damian Kastbauer over podcasts filmed by Luca Fusi and ...
Please read Part 1 of this blog first. Sound Effects and Dialogue We were looking to enhance immersion with realistic sound effects and rich sound content. We designed a variety of footstep and collision materials, and used the Switch feature to switch between them in order to match the scene. We also used a lot of Random Containers with multiple samples for each sound and tried to optimize samples ...
This series of blog articles is related to a presentation delivered at GameSoundCon in October 2020. The goal of the presentation was to provide perspective and tools for creators to refine their next project by using object-based audio rendering techniques. These techniques reproduce sound spatialization as close to how we experience sound in nature as possible. This content has been separated in ...
As the most advanced audio engine for interactive audio, every release represents our unwavered commitment to our clients and industry. By delivering a combination of anticipated features alongside an enhanced set of essentials, we are able to ensure that we consistently answer to the needs of the community as interactive audio projects evolve. We love challenging ourselves at Audiokinetic and we ...
It’s finally here. We’re excited to announce that Wwise 2017.1 is now live! From the all-encompassing Wwise Spatial Audio toolset which includes the Wwise Reflect plug-in, to several workflow improvements tailored to your evolving needs, and feature enhancements that release endorphins, Wwise 2017.1 is destined to free your imagination, boost your pipeline efficiency, and provide you with even more ...
We’re excited to announce that Wwise 2017.2 is now live! Below, a short-list of what’s new in Wwise 2017.2. Workflow and Feature Improvements Improvements with States Most RTPC properties now available to States All audio properties that support multiple RTPC curves and most properties from the Wwise plug-ins can now be controlled by States. To add new State properties to an audio object or plug-in ...
This series of blog articles is related to a presentation delivered at GameSoundCon in October 2020. The goal of the presentation was to provide perspective and tools for creators to refine their next project by using object-based audio rendering techniques. These techniques reproduce sound spatialization as close to how we experience sound in nature as possible. This content has been separated in ...
Audiokinetic and Montreal’s Society for Arts and Technology are proud to announce a new partnership. This partnership signifies the beginning of many avant-garde audio ventures in the works for the upcoming years. Over the next year, we will be progressively announcing our partnership plans, which will include international collaborations and research initiatives focused on the development and advancement ...
Disclaimer: 3D audio trailblazers, beware. This release may cause excessive excitement, or amplify addictive behavior. As one of the most advanced sound engines available for game developers of all classes and skill levels (humble brag), we want to make sure that we’re constantly bringing you the most empowering and exhilarating features! So whether you are working on a big budget commercial ...
In the previous article The Challenges of Immersive Reverberation in VR, we covered the reasons why immersive reverberations are so challenging in virtual reality. In this series, we will dive deeper and take an extensive look at past, current, and emerging reverberation techniques. More specifically, they will be reviewed from an immersive and spatial perspective. Where we left off Artificial reverberation ...
The Spark With the rise of Virtual Reality, developers started asking for advice on the most suitable audio technologies available to best carry that sense of immersion they were seeking. As much as we wanted to guide them, there’s simply no one-size fits all solution for all games and VR experiences in development. Considerations such as hardware or software rendering for binaural plug-ins, cross-platform ...