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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Starvation
Wwise Performance Optimization
team can make decisions on which elements are nice-to-have or too important to lose; optimizations are always a matter of priority.
problem is to make a system that keeps track of each Trigger that the player enters by making a list of States to manage the priority of music themes collectively. With such a system we will know exactly how many Triggers the player is inside because it will count up the list of States whenever the player enters a Trigger. Once the player exits a Trigger, the system ...
constraints to your design, reducing those spikes in ways the player is unlikely to notice. You'll also learn how to assign a priority to your sounds, so the most important sounds are never compromised. By completing this module, you'll gain the following skills: Profiling games Filtering data in the Capture Log Defining a volume threshold per platform Defining the ...
(RTPCs) Understanding listeners Understanding environments and game-defined auxiliary sends Understanding playback limit and priority Understanding virtual voices Understanding Triggers
whether the playback limit is exceeded and sounds are allowed to be virtual (as described in Understanding playback limit and priority). When the volume crosses the threshold set in Wwise Authoring, the voices are added to the virtual voice list and sound processing stops. As volume levels increase, which happens when sounds move within the maximum distance radius, the sounds move from the virtual ...
sources may overshoot the loop end for a short period of time when the loop occurs. Some virtual voices are killed when their priority falls under a certain threshold. When this happens, you might receive an error code from AK::SoundEngine::GetSourcePlayPosition(). You should always check the return value when calling AK::SoundEngine::GetSourcePlayPosition(). Dynamic pitch changes may result in slightly ...
Wwise SDK 2024.1.8 Streaming / Stream Manager Introduction Limited bandwidth often makes access to storage devices a bottleneck in games. Therefore, to keep data transfer requests orderly, game titles usually centralize access to I/O. This order is based on relative priority and consumer requirements relative to transfer size, throughput and latency. Audio is typically I/O intensive: ...
significant with very fast devices (like RAM devices). In such a case, you can Decrease target buffering; Decrease thread priority. If CPU spikes occur only when opening files, it may be because file opening takes a significant amount of time. Some platforms/disk devices are slow to return from fopen(). In such a case, defer file open (refer to Deferred Opening for more details). Reducing the I/O ...
jumps directly to the target value without transition. Playing a sound: Either the play fails or another playback with lower priority is stopped to free memory for the new one. Detecting Memory Problems When you use the Wwise Profiler, a warning notification is sent to the capture log for every allocation failure that occurs in the game. You can check this list of notifications to find out which ...
Crash on project close when saving a project with Perforce Source Control Plug-in enabled. WG-70120 Improved: Controlling priority with a Game Parameter using interpolation leads to erroneous decisions. There is still a possible delta but chances of occurrence are drastically reduced. WG-70157 Fixed: A large number of monitoring notifications can cause an audio drop when connected to a game. WG-70165 ...
Crash on project close when saving a project with Perforce Source Control Plug-in enabled. WG-70120 Improved: Controlling priority with a Game Parameter using interpolation leads to erroneous decisions. There is still a possible delta but chances of occurrence are drastically reduced. WG-70157 Fixed: A large number of monitoring notifications can cause an audio drop when connected to a game. WG-70215 ...
field). Note that commands involving editing control keys, such as Left arrow and Insert, will not be executed: key mapping priority will still be given to the editing capabilities. WG-56404 Obstruction and diffraction can now be applied on top of each other, instead of one at a time. WG-56612 Selecting Show in List View in the shortcut menu of an object now brings keyboard focus to the Search field ...
(defined by the spread) to reduce CPU peaks. Each spatial audio task (ray-casting, path validation, etc.) is placed in a priority queue that, based on the load balancing spread setting, executes a specific number of tasks from the queue at each frame. Load balancing is particularly beneficial when using many emitters simultaneously. Large World Support The Wwise sound engine now supports ...
connected to a game. WG-48424 Fixed: Potential crash when saving a project under version control. WG-54149 Fixed: Offset priority is always applied to sounds that do not have diffraction enabled. WG-54269 Fixed: Crash when calling AkAudioBuffer::ZeroPadToMaxFrames on an invalid AkAudioBuffer. WG-54375 Fixed: Error is not reported when user data passed to AK::SoundEngine API calls is too large. WG-54659 ...
curve in the RTPC view. Project migration clears Attenuation from 2D sounds except if there is an RTPC on "Positioning Type". Priority change based on distance will occur on objects with Listener automation, whereas sounds with the former 3D User-Defined Positioning mode would not. Sounds whose Position is set to Listener + Automation, but Spatialization set to None, will get distance attenuation ...
possible that not all of the ancestor's aux sends would be copied. In this case the audio-to-motion will not be migrated as priority is given to maintaining existing audio behavior. Migrating an Audio-to-Motion object that did have 'Override parent' for its user aux sends enabled The override remains enabled. As it was already overriding its parent, there is no need to copy user aux sends from above.
level is not applied to excess channels. WG-32396 Fixed: Ambisonics may break in SCE Audio 3D plug-in when using lots of high priority panned objects. WG-32417 Fixed: (iOS) Crash on sink initialization with iOS 10.3 Beta. WG-32421 Fixed: Wrong mapping of input channels when using SetMultiplePositions with AkChannelEmitter. Miscellaneous Changes WG-31785: Added Simplified Chinese as a User Preferences ...
same hierarchy for a more natural use of Playback Limit. WG-30392 Added "fast path" option for Android sink to reduce thread priority issues and stuttering. WG-30489 Added "Bypass properties" play option in Wwise Authoring. Press Shift+Spacebar or Shift+Left click on the Play button. WG-30956 Revamped McDSP UI. WG-31022 Added support for inputting side stereo width on Convolution Reverb. WG-31206 ...
update, if the RTPC is on a child conatiner of the event's targeted container. WG-28394 Prevented crash when updating the priority loop if NaN floating points were detected. (Note that inserting NaN floating point values in the engine will still cause problems and must be avoided.) WG-28411 Fixed: Suboptimal mutex attribute and race condition with re-entering sound engine from callbacks on PS4. WG-28413 ...
If the data is not already in cache when PinEventInStreamCache() is called, then the data will be streamed in with a low priority automatic stream. The length, in milliseconds, of each media file that is pinned can be customized using the prefetch slider in the Wwise authoring tool. The data will stay in memory until the user releases the media by calling UnpinEventInStreamCache(). RTPC Optimizations ...