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Wwise SDK
AkRoomParams rms : AK::AkMetering RoomGameObj_AuxSendLevelToSelf : AkRoomParams RoomGameObj_KeepRegistered : AkRoomParams RoomPriority : AkRoomParams rooms : AkDiffractionPathInfo
型定義
Wwise SDK
AkTypes.h AkPluginID : AkTypes.h AkPluginParamID : AkTypes.h AkPortalID : AkSpatialAudioTypes.h AkPortNumber : AkTypes.h AkPriority : AkTypes.h AkProfilerPopTimerFunc : AkSoundEngine.h AkProfilerPostMarkerFunc : AkSoundEngine.h AkProfilerPushTimerFunc : AkSoundEngine.h AkRayID : AkTypes.h AkReal32 : AkNumeralTypes.h AkReal64 : AkNumeralTypes.h AkResourceMonitorCallbackFunc : AkCallback.h AkRingBufferAllocatorDef ...
struct_ak_room_params-members
Wwise SDK
Wwise SDK 2024.1.8 AkRoomParams メンバ一覧 継承メンバを含む AkRoomParams の全メンバ一覧です。 AkRoomParams()AkRoomParamsinline FrontAkRoomParams GeometryInstanceIDAkRoomParams ReverbAuxBusAkRoomParams ReverbLevelAkRoomParams RoomGameObj_AuxSendLevelToSelfAkRoomParams RoomGameObj_KeepRegisteredAkRoomParams RoomPriorityAkRoomParams TransmissionLossAkRoomParams UpAkRoomParams
struct_ak_stream_data-members
Wwise SDK
Wwise SDK 2024.1.8 AkStreamData メンバ一覧 継承メンバを含む AkStreamData の全メンバ一覧です。 bActiveAkStreamData fEstimatedThroughputAkStreamData uBufferedSizeAkStreamData uFilePositionAkStreamData uMemoryReferencedAkStreamData uNumBytesTransferedAkStreamData uNumBytesTransferedLowLevelAkStreamData uPriorityAkStreamData uStreamIDAkStreamData uTargetBufferingSizeAkStreamData uVirtualBufferingSizeAkStreamData ...
What's New in 2007.2.1
Wwise SDK
Wwise SDK 2024.1.8 What's New in 2007.2.1 次のセクションでは、Wwiseバージョン2007.3とバージョン2007.4の間での変更点を挙げ、説明します。 Changes between 2007.2 and 2007.2.1 are shown in italic. APIの変更 The callback API has been revamped, adding support for End Of Dynamic Sequence Item notification. Callback details are now passed as a structure deriving from AkCallbackInfo depending on the callback type. The platform-specific ...
before but that video seems like a good walk through. Do you think it's better to use the plugin-generated-RTPC to drive priority (like you said), or to drive a switch group that contains switch tracks of each instrument?,Follow up question - how can I create the proper dll and xml files for my plugin on a mac? Heavy seems to only create .dylib, .bundle, .a, .h files for me when I follow the wwise ...
/qa/11131/ange-attenuation-sharesets- -overrides-with-states/
Our game is a mix of sandbox and enclosed experiences. As such, we use state mixing to make shared sounds usable across a variety of content since characters cross over between the multiple types of areas. Being able to change volumes and high/low-pass filters based on states has been an invaluable addition! However, the inability to change fall off, range, and priority are huge hindrances to offering ...
I'm trying to set up an HDR mix for my project but am confused about how Bus Volume effects HDR priority. Suppose I had a sound with a voice volume of 0, that is routed through a bus set at -3 Bus Volume (Bus A). Bus A is a child to a parent HDR Bus, which has a Bus Volume of 0. When I play the sound, how does the Bus Volume of Bus A effect the HDR priority of the sound? Does it now have a voice volume ...
advanced settings in property editor, set "Limit sound instances" to "1", "When limit is reached" to "Kill voice" and "When priority is equal" to "Discard newest instance". Maybe there is another way, but that's how I do it.https://www.audiokinetic.com/library/edge/?source=Help&id=limiting_object_playback_instances,Radek's solution will work, but if your loops overlap at all it may mess ...
values to AkDeviceSettings.uGranularity to 32, AkDeviceSettings.uIOMemorySize to 254 and AkDeviceSettings.threadProperties.nPriority to AK_THREAD_PRIORITY_ABOVE_NORMAL. After these changes sound effects are playing not the background music. Is there any additional setting that I need to try or set?
实现方法是是针对需要设置的语音,在Wwise创作工具中设置其Advanced Settings,启用Limity sound instances to:,可设置为1 Globally(也可选择1 Per Game Object,依据您的实现方式而定),然后When Priority is equal:选项选Discard newest instance 利用PostEvent API及事件回调方法: 可以PostEvent之后设代表播放状态的bool为真,当该bool为真时不再调用此类事件,利用事件的endofevent回调来设置代表播放状态的bool为否
want to deliver to gamers,” said Michael Metz, Audio/Video Director for High Voltage Software. “It has always been a priority for us to be creative and to understand our users’ need to better fulfill them – be it about technology or business,” commented André Nadeau, President and CEO, Audiokinetic. Audiokinetic released Wwise three years ago and has continued innovating ever since with ...
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This educational video contains supportive content to lesson 7 from the Wwise-101 Certification course. To follow along and access complete course content, please visit: https://www.audiokinetic.com/courses/wwise101/ Topics: 00:31 Setting Global Voice Thresholds 02:46 Defining Object Playback Limits 04:28 Using Playback Priority 06:34 Understanding Virtual Voices
Team Intro 00:29:07 Presentation Start 00:32:48 (Video) Hyper Light Breaker Trailer 00:34:23 Audio Vision 00:48:28 Audio Priority System 00:54:45 (Video) Overgrowth Music Overview 00:59:21 Music System Overview 01:19:09 Dynamic World Music 01:20:58 Music Packages 01:28:50 Immersive Systemic Ambience 01:36:46 (Video) Multi-Positioned Ambience 01:41:08 Multi-Positioned Audio 01:59:16 (Video) The Machine ...
other hand may or may not be defined as a Room. Depending on which type of a zone the AkSpatialAudioVolume represents, a priority number is assigned, with more general zones having lower priority numbers than the more specific ones. Picture 6: An example of a level divided into General zones Levels of priority based on the zone type: Zones (General) - Priority level: 1 (or higher) Zones (Specific) ...
A way to apply different settings to a group of sound objects without needing to duplicate them all
Q&A
Maybe there's already a way around this, but an issue i've been consistently coming up against is the need to separate player driven sounds from AI driven sounds in order to send them to different busses so the player sounds can take priority over the AI ones in the mix via sidechaining. The only way we've found that allows us to do this is by duplicating all the assets so they can be routed to different ...
creature Actor-Mixers by creature sound type which allowed us to have very granular control over important parameters like Priority and Voice Limiting. We also used slightly different Positioning settings on each mixer. For instance, foley sounds used relatively tighter attenuation radii, whereas creature combat vocals and weapons could be heard from further away, to provide the Player the appropriate ...
configurable in AkSpatialAudioInitSettings::uLoadBalancingSpread. One notable feature of the new load balancing system is that a priority queue is used to ensure that latency sensitive operations are still performed early, relative to other work that may be required. This means that actions such as playing new sounds or changing active rooms should still be very responsive, even when that load is ...
only using busses that follow the sound types (ambience, music, gameplay, etc.), we utilize a structure that follows the priority of the sound. We’ve used simple categories such as background (BG), mid-ground (MG) and foreground (FG) to distinguish between priorities. Different priority groups interact with each other through states, auto-ducking, and RTPCs used as side-chain driven dynamic controls.