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
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It seems there's been a few questions regarding this problem, but I've yet to find an answer I understand... Basically my issue is this - in Unreal we have up to four player split screen co-op... Each player has their own listener that exist in the same place to each other and I want to stop hearing 4 instances of the same sound. While profiling the session, it seems each player has their own instance ...
I have a title that is already finished in stereo. We are moving to PS4 and I need to create a 5.1 and a 7.1 mix. I have worked with surround before, but not in Wwise or in a video game. Are there any best practices or tutorials regarding how to handle the outputs in Wwise? Do I have one audio bus for each surround channel configuration alongside a stereo one? Do I just add the Surround busses to ...
There is a sound that I don't want to make 2 samples for PC and NPC,but I want the sound loud from PC,and quiet from NPC. How to do this? Thanks! You could have a Game Parameter, set to 0 when NPC and 1 when PC, and bind this using RTPC to the Volume of your Sound.
/qa/6195/cessibility-how-to-set-my-game- -spatialized-audio-mono/
Hi, I'm interested in providing a feature to help the hearing-impaired. Often spatialized audio can negatively impact the experience for players who have hearing loss in one ear. I'd like to convert my current 7.1 mix to mono (via an in-game setting), or instruct wWise to do so. Is this a supported feature? Is there a recommended way to implement this? Thanks! Hey, I have the same issue, do you found ...
playlist container with two combat and explore segments, but I want to add the exploration music into the combat music to mix vertically (as the assignment is for vertical mixing/adaptive techniques). Any ideas are welcome as I'm still super new to Wwise! I'm sure I can just re-add the files by importing them, but I'm not sure what this does for file management or is efficient in use of resources?
I'm trying to create a dynamic audio system that basically ducts sounds based on their priority and the amount of sounds occurring at a given time. One way I thought of doing this was by having different states based on the number of sounds playing and having the buses ducked when certain states are met. Is there a way that I can have a state change when a certain threshold of sounds is met? Thanks ...
/qa/3151/n-wwise-be-used-to-make-a-spacial-audio- -for-web-vr/
Hi folks, so I've been looking into using wwise for an upcoming project, but I was informed that my team won't be using Unity, but Web VR to develop their app. What are my options as far as a DAW that can be used with web VR to mix spacial audio? Thanks.
/qa/11839/me-defined-auxiliary-sends-for-actor- er-mutiple-busses/
Hi there Im working on a 2d adventure game in Unity which swaps between scenes when exploring rooms. Im using a single actor mixer to contain all characters with their respective characters and their dialogues I want to use reverb that affects only dialogue, depending on which room the player is, so multiple sends are required. So my approach is to use game defined Auxiliary busses , but I want to ...
所用Wwise版本号:2022.1.0.8070
Please advise if Wwise has support for following user-case: - 10 channel external audio sound card - one channel sound source (PCM) I would like to have full control over channel mapping for setup above in order to: 1) Use 8 channels for 7.1 subsystem 2) Use 2 channels as separate entities with different purpose I would like to have full control over channel routing and avoid automatic upmixing (1 ...
/qa/12463/stering-suite-doesnt-work-if-main -is-ambisonics/
In System Audio Device - If Main Mix Configuration for Binauralization is set to any Ambisonics format, then Mastering Suite doesn't process anything, neither MainMix, AudioObjects, or Passthrough Mix. Is that a known limitation? It seems like a bug. I'm currently on Wwise 2022.1.8.
Hi folks, I have a speaker config/output question regarding a Wwise/Unity project (Wwise 2022.1.1) It seems that no matter what I set my main mix channel configuration to (5.1, 7.1) it always get’s forced to 2.0 when I connect to the game. This is on Mac and PC. We’ve also tested a build of the game on XBox, and even though the speaker config on the Xbox is set to 5.1, the game is outputting 2.0. ...
In a situation where Ambisonics waveforms are sounding, Is there a way in Wwise to dynamically lower the forward volume of the Ambisonics under certain conditions, for example? The only way I can think of is to create a Wwise effects plugin that works that way. That is very challenging for me. Please help.
/qa/13235/nt-unknown-error-affecting-actor- er-event-default-units/
Hi everyone, I'm working on replacing the SFX found in Lessons 1-7 (the "Cube" lessons) with my own. I saved a copy of the folder and am working within that copy, but whenever I try to save I run into these error messages: - C:\Program Files (x86)\Audiokinetic\Cube (my own SFX)Wwise-101_v2021.1\Lesson &\WwiseProject Lesson 7\Actor-Mixer Hierarchy\Default Work Unit.wwu: Unknown error. - C:\Program ...
I have an ambient bed playing a few randomised samples all sat in a blend container. This is routed to it's own bus, sat inside a PRE MASTER bus under the MASTER. When I trigger my UI sounds in the Soundcaster (routed to its own bus nested under the Master) I hear audio artifacts, little clicks. When I view the meters, the Master audio Bus peaks at -8.2 with Ambience and when I run the UI on top of ...
/qa/13733/n-a-dolby-atmos- -be-spatialized/
We are developing an audio playback system for an XR cinema application for Meta Quest. Using Wwise 2024 I have been able to monitor and Profile a full 3d Atmos film mix (ADM) including Dolby's Audio Objects with their own metadata, i.e. moving sound sources embedded in the ADM. The question is whether this can be decoupled from the Listener's head orientation to be "north-locked" instead of "head-locked" ...
プラットフォームでのオーディオ出力
Wwise SDK
AK::SoundEngine::Init(). When Allow 3D Audio is enabled on the System Audio Device, Wwise will use Apple Spatial Audio to output a multichannel mix regardless of the audio device configuration. For more information on 3D Audio on macOS, see 3D audio support using Apple Spatial Audio. Tip: MacOS でデフォルトのデバイスコンフィギュレーションを変更するには、Applications/Utilities/Audio MIDI Setup に移動します。 iOS/tvOS/visionOS By default ...
/qa/13757/known-plugin-type- er-and-attachable/
Hi,We've been in the process of migrating our old project from wwise 2018 to wwise 2022 (the last version before custom mixers have been deprecated). But we seem to be running into an issue where we're getting a warning at boot time with the following warnings:[2025.03.03-22.47.31:252][ 0]LogInit: Display: LogWwiseProjectDatabase: Warning: FWwiseMetadataPluginLibAttributes: Unknown Type: Mixer [2025.
Hi All, Are VCA groups anywhere on the development roadmap? Alternatively, is there some setup where I can recreate a similar behaviour - adjusting the volume of several linked busses that are not part of the same hierarchy? Thanks!
Wwise 2021.1のオーディオパイプライン Wwise 2021.1 Audio Pipelineでは、サウンドルーティングの3つのパス(Audio Objects、Main Mix、Passthrough Mix)を作成して処理することができ、Wwiseのオーサリング全体やWwiseランタイムに接続されたときに、サウンドの提供に影響を与えるルーティング判断を、理解しやすくするイメージを提供してくれます。これらのルーティングの決定がWwiseからAudio Deviceへと続き、そこでチャンネルコンフィギュレーション(Main Mix、Passthrough Mix)とAudio Object(可能な場合)の組み合わせが、エンドポイント側で定義される出力コンフィギュレーション設定に従い、出力に向けて準備されます。Wwise Helpには、そのあとに起きることの背景を説明するために ...