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
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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 ...
Prioritizing Audio Content
Wwise Performance Optimization
An Evil Head hovers with incredible speed towards the Adventurer, and she turns to yield a deathly swipe with her sword. She starts swinging but is suddenly interrupted by a Spit Bullet hitting her from behind. Numerous sounds were playing at the same time, unfortunately, the Spit Bullet had lower priority than the remaining voices and was therefore not played. The Adventurer is ...
request an additional worker if more jobs were available for execution. This allows the execution of other, possibly higher-priority game engine work on this thread. Note: Care must be taken when delaying the execution of the worker function or limiting the execution time of Sound Engine work, as this can lead to voice starvation. When integrating Sound Engine jobs into an existing job scheduler ...
option to avoid ATRAC9 alignment check on banks (AkPlatformInitSettings.bStrictAtrac9Aligment). WG-35934 Fixed: Playback priority of 2D sound affected by the distance-based priority offset. WG-35964 Fixed: Play followed by a direct play results in no sound for the direct play. WG-35981 Fixed: Rare crash in the music engine when unloading banks. WG-36216 (Switch) Added support for all controller modes ...
option to avoid ATRAC9 alignment check on banks (AkPlatformInitSettings.bStrictAtrac9Aligment). WG-35934 Fixed: Playback priority of 2D sound affected by the distance-based priority offset. WG-35981 Fixed: Rare crash in the music engine when unloading banks. WG-35987 Fixed: (Switch) Added support for motion in handheld mode. WG-36263 Fixed: (iOS, Mac) Audible clicks with Xcode 9.1. WG-36348 Fixed: ...
through Wwise. WG-26880 Added option to override .cache folder path from WwiseCLI.exe. WG-27004 Exposed distance-modulated priority to mixer plug-ins. Refer to New Features Overview 2015.1 for more details. API Changes WG-23258 Migrated iOS audio session service support to AVFoundation for better app audio session handling. This affects audio session interruption callback and sound engine initialization ...
active: At the moment the phone rings, your app audio session is deactivated by the system (Phone always has a higher session priority than other tasks) and the phone app is brought to the foreground. The Wwise SDK will receive a 'begin' interruption notification from iOS and suspend the audio processing. The Wwise SDK will call your app interruption callback with the appropriate parameter if it has ...
Release Notes 2024.1.0
Wwise Unreal インテグレーション
settings related to packaging have been moved to their own section. WG-74463 Reversed the Wwise Asset Libraries ordering and priority. The first element in the list now has the highest priority and the last element has the lowest priority. Performance Changes WG-71239 Disabled redundant Wwise SoundEngine BankMgr thread. Miscellaneous Changes WG-71143 The GenerateSoundBanks Commandlet is deprecated.
The Wwise Sound Engine
Wwiseの基本的なアプローチ
cross fades out-of-the-box that are created and fine-tuned in the authoring application by the sound designer.Manages the priority of sound and motion objects using playback limits, specific priority settings, and virtual voices all set by the sound designer in the authoring application.Supports an unlimited number of environments out-of-the-box through a simple API. In addition, because ...
package(s) by making sure they are loaded in chronological order. In loading different versions of the same object, Wwise gives priority to the most recent one.ExampleSoundBankA was included in the main release and packaged into Package #1.The content of SoundBankA is modified after the main release. It is repackaged into Package #2, which is new, and becomes part of the DLC.The game, which has the ...
Multiple active bindings can conflict with their Controller Assignments. It is not possible to load multiple bindings to the same key simultaneously.NoteBindings from a Control Surface Session are loaded from top to bottom. When a conflict occurs, the first binding takes priority and only the first conflicting binding is loaded.When a conflict is found:A yellow triangle appears beside the ...
Platform Manager
Wwiseヘルプ
the same time in the entire project. Virtual voices do not count as active voices. Over this limit, voices with the lowest priority will adopt their virtual behavior. If priorities are equal, older sounds will be considered to have a higher priority. Each sound can override its own virtual behavior, which can be: Continue to playBe killedSend to virtual voice NoteThe Maximum number of ...
actual audio is rendered by that function call.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. If this was the problem, the game would also experience a lot of "Voice Starvation" errors too.Connect a debugger to the game and validate that the thread named AK::EventMgrThread ...
is the amount of voices that you allow in runtime. When there are more voices than allowed, the voices with the lowest priority will become virtual, unless they’re set to continue anyway. Once the Volume Threshold and Max Voice Instance Limit is defined in the Project Settings, you’ll mainly work with Virtual Voice Behaviors on the individual audio structures. Based on the Certification ...
Voice Limits
Wwise Performance Optimization
Each audio structure in Wwise can have its own playback limit. When the limit is reached, the priority settings decide which sounds to keep physical and which to send to virtual voice. Playback limits are exceptionally useful, when a certain feature has the possibility to trigger an unpredictable amount of voices and you want to make sure you won’t overstress the game performance. ...
Continue to Play
Wwise Performance Optimization
the Wwizard speaking. Near her are two Evil Spit Plants, that each fire towards her, and a Torch. The Torch is at a lower priority than the Evil Spit Plant Shot sound, and so the Torch is sent to virtual (due to the Max Voice Instance limit of 2, already occupied by the Evil Spit Plants). The Wwizards voice is set to Continue to Play and so this voice continues unaffected by the limit.
Blending Waterfall
Wwise Performance Optimization
Playback Limit (y) to 1. As such, your Playback Limit will gradually reduce to 1, and you can use the priority settings to define which of the four voices is the most important in the Waterfall_Close Blend Container. These priorities have already been set, but you’re welcome to reassign values to your liking.
Verify Your Virtual Voices
Wwise Performance Optimization
You’ve now learned how to manage voices and control exactly when a sound is allowed to play or not. A great method to check your priority settings is by setting the Max Voice Instance Limit extremely low and listen to whether the correct sounds are prioritized while playing. Therefore, let’s now set the Max Voice Instances limit to 10. From the Project menu, select Platform Manager. ...
Evaluating Your Virtual Voice Behaviors
Wwise Performance Optimization
right sounds that are being cut off. If your weapon impacts are inaudible, while the campfire sound is preserved, maybe your priority settings should be revisited. Let’s now test your Virtual Voice Settings in Unity. From the Audiokinetic menu, go to Certification > 251 > Lesson 3 and select Verify your Virtual Voices. In Wwise, connect the Profiler. Back ...
Playback Limits
Wwise Performance Optimization
Playback limits can be used to constrain the amount of concurrent voices, and so reduce stress on the CPU. Like many other properties, the Playback Limit options can also be linked or unlinked on selected platforms. This allows you to clamp the amount of concurrent voices on platforms with less resources, while using priority settings to specify what voices are active. Let’s enable ...