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)
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music from the Normal playlist, starting with the most iconic track for that chosen culture. The system then shifts in to a priority-based mode based on gameplay whereby certain actions or events will queue up the next cue to play. Just some examples of various gameplay events or actions that can trigger new cues: First Encounter of Faction: New Faction Peace Track Trespassing; non-aggressive Faction: ...
make it lower quality in Vorbis – but, firstly, you can only do this until you hear the artifacts. Secondly, consider the priority of the audio content and how important it is to you. Challenge: RAM priority system Phones have a priority system for all operations. A lot of memory is reserved for processes that phones consider to be more important than your game – for example emergency notifications ...
need to hear 100 footsteps to know they’re in a crowd. To cull within the hearing range, you’ll need Playback Limit and Priority settings. Setting up limits can be done at three levels: actor-mixer, bus, or global. The global level is meant as a last resort catch-all, making sure that the whole game doesn’t have more than it can support and that no runaway game process takes over all CPU. This is ...
and making sequences with multiple assets. We ended up with a mix of all these options, depending on the importance and the priority.For sounds that are more detailed and higher in priority, like the merges for example, we crafted unique assets for a sequence, and the sequence not only goes up in pitch in the scale but also grows bigger in instrumentation to make long sequences super satisfying and ...
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 ...
music theme playback in accordance with rulesets defined in data tables. For example, scene music themes typically have lower priority than others and will be suspended during combat. The world conductor can also pass music callbacks outside the music system for gameplay synchronization (e.g. during cutscenes). Music Conductors manage music theme control flow and coordinate one or more music sources ...
the numerous types of enemies, items, weapons, spells, etc, we divided the SFX bus into broad categories to help define the priority and behavior of each element. As the game evolved during development, we expanded this structure introducing sub-buses to better reflect our needs. The Foley bus was separated into individual sub-buses for the player foley, NPCs and bosses. Boss foley was critical during ...
common surface, it was previously difficult to determine the correct Room to which to assign the sound. Now, you can assign a priority number to each Room, and the priority system determines the correct Room to assign. If an object is inside several Rooms at the same time (for example, when a Room is inside another Room), the assigned Room is always the one with the highest priority or the innermost ...
making sure we pick the right environment among several that are nested or overlapping. This can be facilitated by assigning priority to rooms. Outermost rooms should have the lowest priority, whereas innermost rooms have the highest. The priority should be calculated automatically, with an option to be overridden manually in the editor for fine tuning. Another thing to think about is preventing an ...
complexity. The single biggest challenge with these systems is the handling of transitions between them. How do we define the priority of each system? How do we plan transitions between all systems? Our approach to this was twofold: using a priority system in the game engine for core systems and using a ducking system in Wwise for other systems. HDR was also used sporadically to highlight more iconic ...
now the parent of RZ_Meadow, which is the parent for RZ_Town. This is a good time to remember to set an appropriate Room Priority for each Room and Reverb Zone, to make sure that game objects end up contained in the right room. I have the SAV_Forest at the lowest priority, then the RZ_Meadow, and the highest priority is the RZ_Town. The actual numbers are arbitrary, as long as they’re in the right ...
variables tied to RTPCs means that you have flexibility to change the Voice Volume and Make-Up Gain in ways that help give mix priority to sounds that need it, and lower the “sound importance” of sounds that don’t. In this picture, you can see that the “enemy threat” level turns down the Voice Volume as the enemy gets less threatening, but the Make-Up Gain turns it up. Based on the HDR Ratio, this ...
outside of the city. Let’s take a look at the buildings first. Random point sources (Element and Element_Loop) have a higher priority than the ambiance-only loops (Loop). So I applied Auto-ducking to the Ambiance_Building_Elements bus to suppress the Ambiance_Building_Loop bus. This way, details can be highlighted when players click the buildings. Based on their locations, I created another two busses: ...
that case, the percentage displayed will also be high even if Wwise itself is not processing much. The audio thread has a priority Above Normal by default. It is important that this thread retains a higher priority. It is also a good practice to keep it on the same CPU core by forcing an affinity in AkPlatformInitSettings::threadLEngine for platforms that support it. 2) The game is processing too ...
characters position. With this in mind, I mixed the sounds separately for these two gameplay modes based on the auditory priority, combat status, and sample type. Also, I created different Actor-Mixers to organize them. To better implement the project, I decided to build the sound structure in Unity. For the Single-player Campaign mode, there are lots of weapons, objects, and other interactive ...
confusing if the fight scene is already well populated with sound effects and loud music; thus timing, volume, a healthy priority system for your sounds and a reasonable ducking/sidechaining system must be done right, so the execution sounds as natural as possible. Further Notes for Dialogue When text-to-speech is active in the game, it has to be ducked down by any in-world dialogue. The in-world ...
Hello everyone! I am doing some testing on the Unity 3D Game Kit project from Unity Market Place using Unity 2020.2.1f1 (along with Wwise 2019.8.7432) and for some reason i CAN'T make a basic Ak Event "Trigger on: Start" works. Been doing it in several projects for the last 2 years but doesnt seem to work on this version! As always i checked the Rigidbody on my Player Game Object (Ellen), created ...
point in time, and how we can improve the state of Wwise Integrations, past the addition of compatibility and features. This priority introspection led to multiple important realizations on our current code base. Stability: External Sources and Event-Based Packaging We started the process of improving our integrations by disabling complex workflows that are not always important to every developer.
utilized all the Wwise built-in optimization systems such as HDR, playback limiting, virtual voice behavior and playback priority, but in a combination with our own optimization systems. JOAKIM: With any given game, the basic act of playing numerous sounds simultaneously will almost always be the biggest consumer of the CPU - a split screen game like It Takes Two is certainly no exception. Voice and ...
would be the best. With hundreds of available methods, creating a pipeline to allow for the simplest use cases is a high priority. Backward Compatibility It’s clear with all the changes happening to plug-ins that a lot of work on plug-in vendors is expected. Our goal is always for this process to be as seamless as possible. This is why Legacy plug-ins still exist: while it’s not optimal, and the plug-in ...