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
, an interactive cinematic virtual reality (VR) location-based experience, transports players to the visually stunning jungles of Isla Nublar. Players engage in an epic rescue adventure inspired by the Jurassic World film series. More than 100 Dave & Buster's entertainment centers have installed the Jurassic World VR Expedition, making it the biggest location-based VR launch to date! Our friends ...
Imagine taking a Virtual Reality experience out of its virtuality, and placing it in the real world, yet still keeping all its virtual world elements. It's a kind of a mixed reality set in a room where interactions should happen as they would in a regular VR experience, however people get into it without any goggles or headphones. This was the challenge faced by Riverside Studios/Lucha Libre Audio ...
Dave & Buster’s launched their 3rd experience “Star Trek: Dark Remnant”, at more than 120 locations across North America. Allowing players to rescue the “Enterprise” from space debris and evil Klingons, “Star Trek: Dark Remnant” puts up to 4 players aboard the U.S.S. Galileo, Starfleet’s newest and most advanced stellar research vessel that’s on a routine evacuation mission gone awry. The experience ...
“Dragonfrost”– an exclusive experience for Dave & Buster’s proprietary virtual reality simulator immerses players in a winter fairy tale as they become warriors riding on their companion flying dragon. Friends that are physically sitting next to each other in the real world will be seen virtually riding their own dragon hundreds of feet away. Players fly through the wondrous land of Dragonfrost ...
Wwise 2019.2 is out and available for you to download from the Wwise Launcher. Here's a quick summary of the new features this version brings. {{cta('8b9bb06f-2409-40fc-833d-cdb6ca340778')}} Profiler Filtering When looking at a Capture session, it is not uncommon to have a lot capture data visible at a given time, making it difficult to pinpoint the specific information you want to investigate.
Part 1: Distance Modeling and Early ReflectionsPart 2: DiffractionPart 3: Beyond Early Reflections In the previous blogs, we looked at how designers may hook into acoustic phenomena that pertain to the early part of the impulse response (IR), and author the resulting audio to their liking using Wwise Spatial Audio. It is now time to do the same with the later part of the IR. Figure 1 - Impulse response ...
Kid A Mnesia Exhibition is a digital exhibition of music and artwork created for Radiohead albums Kid A (2000) and Amnesiac (2001). We sat down with the audio team behind the project to chat about its development, their collaboration, use of Wwise, challenges & unique solutions, spatial audio, and more. We hope you enjoy! 1. How did Kid A Mnesia, the interactive experience, make its start? Were ...
The following image displays the tracks of an ambisonic Ambience Fire and Water subproject. These projects are arranged with layers that form ambient loops. Track colors vary by layer, and the track names and colors are used similarly throughout the Ambience Fire and Water subprojects.CompositesThe following image shows the Composite tracks in white. Note that the Stereo composite is ...
Object-Based Sound Systems The market's desire for immersive audio experiences has propelled an array of speaker configurations that project far beyond 7.1, encompassing the height dimension alongside an enhanced planar capacity. This has forced some surround sound systems such as Dolby Atmos and DTS:X, as well as emerging distribution standards like MPEG-H, to come up with the concept of audio objects ...
By entering the VR space early, Audiokinetic has been able to quickly progress on the VR front, with a swiftly evolving pipeline, empowering the Wwise VR community to hit the ground running. The Wwise spatial audio pipeline has enabled many of the game industry’s distinguished AR/VR games to ship. In fact, Audiokinetic has been supporting VR game development since 2014. Through core engine development ...
Read the next blog in this series: Reviewing the immersive potential of classic reverberation methods This is an introduction article on immersive reverberation. We are preparing a series of articles on the subject in the coming months. Today, we would like to briefly introduce the topic and extend an invitation to a conference talk we will be presenting at the Montreal International Game Summit on ...
As we began wrapping up 2016, we realized that we had a pretty busy year at Audiokinetic. When a community doubles in size, it says something about the industry! So, what’s going on, and how bright is our collective future really? Well, the Audiokinetic team predicts sunny skies mixed with a lot of rain in 2017 for the interactive audio industry, and here is why. In a nutshell, demand for comprehensive ...
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 and some of the techniques behind classic reverberation algorithms. In this article, we review some of the current trends ...
Here at Audiokinetic, we are always listening, and in 2017 we heard you. You who crave the wholesome and cardboard goodness of pure analog gaming board games! This is why we are proud to announce the latest version of Wwise : 1997.1 ! The Wwise Analog: TableTop Edition (WATTE) 1997.1 , is the first of a new line of curated Wwise experiences. Created here with our Roleplaying & Dungeoneering (R&D) ...
Viktor Phoenix, Sound Supervisor and Senior Technical Sound Designer for The Sound Lab at Technicolor Project: Passengers: Awakening Role: ADR Supervision and Technical Sound Design for all narrative elements Challenges: Small Team (+/- 10 devs) with goal of creating AAA quality interactive VR experience in short time frame Audio Requirements: Realtime Spatialization of Narrative Elements on Multiple ...
In just a couple of weeks, our Audiokinetic GDC team will be flying to San Francisco for the Game Developers Conference to meet many of our friends, and to make some new ones! As with every year, we’re very excited and looking forward to demoing a variety of new and upcoming Wwise features, as well as company projects put into motion to continue with our mission towards empowering the interactive ...
, an interactive mobile VR game based on the iconic Blade Runner franchise was recently released by Seismic Games and Alcon Media Group. Our friends at Hexany Audio were behind the audio work for this highly anticipated project in collaboration with Google Daydream. Richard Ludlow, Audio Director & Hexany Audio Owner; Nick Tomassetti, Technical Sound Designer; and Jason Walsh, Composer & Sound ...
Wwise 2018.1 is out and available for you to download from the Wwise Launcher. The new colourful UI option has been stealing all the thunder! So, while we were tempted to write a blog about how shiny and sleek it looks, out of fairness to the plenty of neat features and updates, here’s a summary of what’s new in 2018.1, colours and beyond. User Interface Color Themes and Customization In response ...
Wwise 2019.1 is out and available for you to download from the Wwise Launcher. This version includes one of GDC19's most crowd-pleasing features, the Voice Inspector, sought-after spatial audio developments, interactive music functionalities providing greater design ease and flexibility, along with several other user-experience, workflow, and performance improvements. So, unless you're currently ...
On one side there’s sound for films- linear, on the other there’s sound for video games- interactive. In the middle, there is this gray area where immersive XR soundscapes can be created using both linear and interactive sound design approaches. Coming from the linear world, learning interactive audio has been a journey (and still is) but the ability to combine both to explore new ways of storytelling ...