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
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 ...
Wednesday, August 7th at 12pm ET / 9am PT On Wednesday, we?ll be joined by special guest Harvey Scott, who?ll be diving deep into dynamic mixing for Helldivers 2. Be sure to tune in with your questions! 00:00:00 False Start 00:08:58 Livestream Start - Overview 00:09:42 Wwise 2024.1 Beta 1 00:14:30 Audiokinetic News 00:18:10 Wwise Community Spotlight 00:20:24 Audiokinetic in the Community 00:25:05 ...
Dive into the explosive soundscape of Helldivers 2 with Harvey Scott (Senior Sound Designer at Sony Interactive Entertainment) and Damian O'Sullivan (Dialogue Designer at PlayStation Studios) at Wwise Tour 2024 Shanghai! Discover the know-how behind the game's immersive mix as they break down their challenges, Wwise solutions, and the universal mixing strategies you can apply to any game. Whether ...
VARUT REMIX
クリエイターズディレクトリ
Mixing Versus Non-Mixing Busses
Wwise ヘルプ
In Wwise, Master-Mixer Hierarchy objects (busses) are handled under the hood as non-mixing busses, unless they need to be converted to mixing busses. Non-mixing busses propagate their bus properties to their inputs because it is a more efficient use of CPU and memory. A non-mixing bus is promoted to a mixing bus when such propagation would not work because: It is a Master Audio Bus; It is ...
Lesson 3: Creating Mixed Method Playlists
Wwise Interactive Music
Table of ContentsUsing an Existing Music Segment as a TemplateCopying the Template ObjectClearing the ClipsBatch-Renaming the Music TracksImporting Audio Files to Music TracksImporting Multiple Files to Music Sub-TracksCombining Sequential and Layered StructuresFinishing the Combat MusicImporting the Remaining AssetsBuilding the Playlist Structure Now that you have a fundamental understanding of ...
Sending Mixed Audio as a Single Chat Stream
GME In-Game Voice Chat
Sometimes it is necessary to mix various sources into a single chat signal before it is sent to other players in the chat room. For example, one of the players might be able to act as a DJ for the rest of the group. In this case, the music might come from many different sources, so it is best to set the GME Send effect plug-in to a bus instead of to each individual ...
Background Music Mixing with DVR Example
Wwise ヘルプ
The recording of copyrighted music is usually not permitted through the DVR of the PS4 and Xbox One. Both consoles provide a special virtual device to manage the music alone and avoid recording it. In Wwise, this also means separately mixing the music, in a different hierarchy. We implemented this in the Integration Demo project. You can take look at the setup for the NonRecordable_Bus, the RecordableMusic ...
Real-Time Mixing and Positioning
Wwise ヘルプ
In your simulation you can use the property controls to do the following before and during playback: Mix in real time to modify the volume, pitch, low pass property values. For more information about mixing these properties, refer to Defining Relative Properties (Volume, Pitch, LPF, HPF). Modify positioning to modify the 2D or 3D sound or motion propagation properties. For more ...
Contents Editor: Actor-Mixer
Wwise ヘルプ
This Contents Editor gives you quick access to some of the most common properties associated with objects within the Actor-Mixer. Interface Element Description Click the Configure Columns... shortcut (right-click) option from the column header band. The Object Property Settings opens. Specify which columns to display and their order. [name] The name of the object.
Building the Master-Mixer Hierarchy
Cube Integration
The Master-Mixer Hierarchy is a separate hierarchical structure of busses and auxiliary busses that allows you to group the many different sound and music structures within your project and prepare them for output. For the Cube project, the following bus structure was created: Three main control busses were created: Music, SFX, and Voice. The Environments bus groups a series of auxiliary ...
Understanding the Master-Mixer Hierarchy
Wwiseの基本的なアプローチ
On top of the Actor-Mixer and Interactive Music hierarchies sits the Master-Mixer hierarchy. The Master-Mixer hierarchy is a separate hierarchical structure of busses that allows you to re-group and mix the many different sound, music, and motion structures within your project and prepare them for output. The Master-Mixer hierarchy is divided into two sections: one for sound and music, and one for ...
Bus Routing - Master-Mixer Hierarchy
Sample Project
The Master-Mixer hierarchy for this project is organized in two sections as if a 3D game was developed with a series of rooms where different reverbs would be applied at runtime: The “Environmental” bus regroups audio busses for 3D sounds that would normally be affected by reverberation (e.g. foley, weapons, vehicles, etc.) and auxiliary busses that have reverb or delay effects inserted. The ...
Hi folks, This question is essentially in 2 parts, but both relate to the audio options available to the user from within the settings/options menu. The first relates to Speaker Configuration/Audio Output, the second is regarding user selectable mix presets, both of which are often seen in the Audio Options menu of most AA-AAA titles. Although always slightly different, most titles offer a multitude ...
/qa/6799/plicate-constantpowerchannel down-libaksoundengine/
We have updated the Facebook SDK to v7.16.1 and are getting an error in the Xcode linking about duplicate symbol 'DSP::ConstantPowerChannelMixdown(AkAudioBuffer*, unsigned int, unsigned int, float*, float, float)' in libAkSoundEngine.a(ConstantPowerChannelMixdown.o). We were not getting that when using an earlier FacebookSDK. Is this a known issue? We are currently using Unity 2017.4.16f1 and Wwise ...
/qa/5055/ops-virtual-voices- er-plugins/
I'd like to use Playback Priority to allow only 20 loops (infinite continuous random containers) at a time. So, low priority loops stop playing, but once their priority climbs up they start playing again. Main question here: Can this be done without using Virtual Voices? My problem is, that some HRTF Mixer Plugins don't have a priority system, e.g. they don't exclude Virtual Voices from their ...
Simon-Melesse RELAVE
クリエイターズディレクトリ
I am an autodidactic music composer since more than 10 years, I create immersives soundscapes and I also do foleys & Sound design. I am Currently creating original music with computer assisted music, i am confirmed as a record engineer, mix engineer and sound design for synchro work (short films, Interactive apps & more), My wide range of experience in the audio domain gives me a powerful ...
Juan Salazar
クリエイターズディレクトリ
Highly skilled sound editor with over 15 years of experience in television, social media, commercials, and sports broadcasting. Proven ability to deliver exceptional audio quality in fast-paced environments, ensuring an engaging and immersive viewer experience. Proficient in operating a wide range of audio consoles, mixing live events, and utilizing various audio software and plugins. Two-time Emmy ...
Arturo C. Vera
クリエイターズディレクトリ
Music Composer SFX & Foley Audio Programmer - Wwise Integrarton Sound Engineer: Sound Recoding, Editig, Mixing & mastering.
Matthias Köhler
クリエイターズディレクトリ
I am an experienced Audio Engineer and Game Audio Designer with a fully equipped studio, featuring over 100 iconic synthesizers from the last 50 years and a comprehensive analog modular system. My expertise spans music composition, sound design and production, from recording to mixing and mastering, using top-tier analog & digital equipment. I’ve worked with numerous artists, released many tracks ...