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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will depend on your particular needs. For instance, if your game music is a stereo MetaSound, spatialization likely isn't a priority, so connect via the MetaSounds Attenuation settings. But if you're synthesizing a sound to be played by an object in an acoustic environment, then the WwiseAudioLink component would be the way to go.While you can do your own code-fu to implement additional AudioLink ...
would later be titled Sound Haven Highway, a nod to the importance sound will play in the project.On the gameplay side, our priority was to create a full looping game, so we limited our scope given the time constraints. If we finished early, we could always polish or add some smaller mechanics that would improve the game. The main game mechanics are a highway of cars coming at the player with lane ...
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We had to use a lot of randomization to avoid phase issues on sounds occurring simultaneously, along with a pretty heavy priority system based on proximity to keep the voice count and performance under control. How does it work? The recorder itself takes the form of a custom plugin coded directly in Unreal in C++ using the Wwise API. The master output of Wwise is recorded as an audio file in the app’s ...
had to try and match up with the existing collection of sounds. The task of remaking sounds would inevitably become a lower priority, and I am still hearing, in many AAA projects, collision sounds that were not good in the first project they were used in, re-used in the latest games. Admit it - you’ve all heard that crate break before!The mining of existing libraries that were not created for non-linear ...
and Reconciliation The feedback we received since the launch made our plans to introduce the unified Wwise Browser a clear priority. In case you missed it in the 2022.1.5 release, we introduced the change that merges the Wwise and WAAPI pickers into the Wwise Browser. Instead of having the Wwise Picker display what is present in the SoundBank metadata, and the WAAPI Picker display what is in the connected ...
easily fall into a trap of overscoping ourselves. We had to take a few steps back and make a decision on what has the bigger priority (keep in mind that in terms of audio, the same team developed both new updates for GWENT and worked on Rogue Mage).  That’s why we decided to cut the map sound effects scope to the minimum. It was a hard decision to make, but we all agreed that a lack of very sophisticated ...
volume and filtering, and we would use switches to swap the loops based on surfaces. Some objects were deemed high enough priority to have these surfaces bespoke and baked into the asset but often this was achieved additively with an main “object” loop that and a “surface” loop playing at the same time that we can share with other physics objects. There are various design and puzzling elements across ...
effective and efficient, but they do have room for improvement in the user interface. We are working on that, albeit with a low priority; too many great things to do and too little time!  Question 6: What would be three other benefits of Strata? There was a lot of commonality in the replies, it’s just as well we only asked for three, here is a hi-light list: “Variety of collections” “All-in-one-place ...
  The next branch is between exploration and combat. That made sense in a practical and logical way, as combat could take priority in the open world switch, guaranteeing that when the player was in combat, the combat music would overrule any potential exploration music. Single music switch: Pros and cons  There are a bunch of considerations for going with a single music switch, many in the form of ...
Audiokinetics webpage I have seen that I can try to "make sure the audio processing thread (named AK::EventMgrThread , but whose priority is set via AkPlatformInitSettings::threadLEngine) has a high enough CPU priority to process." The question is, how do I do this? And does anyone have an idea why this might be happening? Has anyone experienced this before? Hello, I'm experciencing exactly the same ...
How to have wwise events that play sound with positioning on DOTS/ECS objects that lack a gameObject? We are aware that posting an event demand a GameObject , altough how could wwise works with such features. We are evalutating wwise integration into a new project and we would like to know how can we approcach this. https://unity3d.com/how-to/DOTS-resource-list Have wwise ever support that Unity ...
Game: Overwatch Wwise Tour 2016 - Audio in Overwatch by Blizzard Entertainment. Filmed in Montreal on June 20th 2016 at Centre Phi. Presented by Scott Lawlor, Project Audio Director at Blizzard Entertainment and Tomas Neumann, Senior Software Engineer 2 at Blizzard Entertainment. Wwise by Audiokinetic. https://www.audiokinetic.com/ The session starts with an introduction and an overview regarding ...
“Gameplay first” is one of the core values at Blizzard Entertainment. So, naturally and however challenging, the audio team behind Overwatch decided to set an ambitious "Play by Sound" objective towards directing and influencing gameplay, rather than simply enhancing gameplay, via audio. In partnership with Dolby Atmos and Audiokinetic, the Overwatch audio team developed the game with the Dolby Atmos ...
Or: How I learned to stop worrying and love the brief.   Photo: That’s me, at home, struggling to alternate between VR and coder- reality   Introduction "OK, so what's this guy selling?", I hear you ask. That's a fair point (ha-ha). After all, building DSP plug- ins for various audio APIs has been an activity I've built my career around. However, it's precisely that experience that has taught ...
Developing for next-generation gaming platforms does not happen overnight. It takes months, even years, of planning and often involves a certain degree of speculation when it comes to what the technology will allow you to do. Microsoft Game Studios’ (MGS) FASA Studio began production on Shadowrun over two before the technology to produce such a game was available. Shadowrun is the first title to be ...
With the Wwise-101 and Wwise-201 certifications, you learnt how to build fantastic interactive audio and music content. You hooked up every property you could think of to RTPCs and States, you created sophisticated effects, you set mixing rules to ensure focus and clarity, and you added all sorts of variations to eliminate repetitions.  Perhaps, you approached the development of your first game with ...
Introduction In this document, I will try to explain the different principles that we applied while profiling and optimizing the audio side of our game, Scars Above. This is intended to help fellow sound designers by giving them insight into processes we went through and offering advice on how to approach and plan for audio optimization.Even though this is not entirely aimed at senior-level colleagues ...
Dive and explore the underwater depths with the newest Strata collection, Submersion. This collaboration between Spectravelers and Audiokinetic will provide you with an extensive collection dedicated exclusively to underwater experiences and soundscapes.   About Spectravelers   We are two senior sound designers, each with over 10 years of experience each. Our shared passion for audio brought us together ...
Configuring the Transition Segment
Wwise Interactive Music
transitions fit the criteria for the situation. To eliminate any conflict, transitions at the bottom of the list take priority over those that are higher in the list. Because the Any to Story transition is lower in the list, it takes priority and the result is that the cymbal swell transition segment would be used instead of the custom Explore to Story music you configured ...