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
- ブログ
Understanding Audio Sessions
Wwise SDK - iOS
a calendar event. These events are known as interruptions, and audio apps are to be ready to react to such audio session priority changes and properly resume playing or recording after the interruption has ended. Application switching, backgrounding the app when pressing the Home button, and locking and unlocking the device are also situations where audio session activation and deactivation occur.
Welcome to Wwise 2024.1.8
Wwiseヘルプ
immersive game environments using a variety of properties and behaviors, effects, motion, positioning settings, and playback priority.Creating interactive music - Includes an overview and introduction to the Interactive Music concepts in Wwise, along with extensive procedural information on how to create interactive music for your game.Finishing your projects - Includes information ...
Using side-chaining
Wwiseヘルプ
Output Bus is reduced in response to the increased volume of the metered sound. A common approach is to set a priority system first among objects of the same categories and then between the categories. For example, following this rule, a game can decide that the playing character’s (PC) weapon sounds are more important than the non-playing character’s (NPC) weapon sounds.
for all transitions, because they are defined in multiple distinct sets, each with a catch-all rule, and no relationship of priority exists between parent-child music switch transition rules. Consequently, if there are competing transition rules, it may be difficult to track the active music transition. For more information about transitions, refer to Working with transitions.
Working with amplitude envelopes
Wwiseヘルプ
instead do so only during a limited period of time. The rationale for this comes from the following paradox: HDR acts as a priority system based on loudness, but the softer parts of a loud sound should not be given as much importance. For example, the decaying tail of a grenade sound has very low importance compared to the transient, and thus should not cover up the impact of a shotgun, even though ...
objects in your Interactive Music Hierarchy. Advanced category: music objects to define the advanced playback priority of music objects in your Interactive Music Hierarchy. NoteThe Transitions tab is only available for Music Switch and Music Playlist Containers. The Stingers tab is available for all music objects except for music tracks. Also see Common tabs and categories: audio ...
Actor-Mixer or Interactive Music Hierarchy. Advanced category: Actor-Mixer Hierarchy objects to define the advanced playback priority of the objects within the Actor-Mixer Hierarchy.
Voice starvation.
Wwiseヘルプ
in many quality settings).Connect a code profiler to your game and check if there are other threads with equal or higher priority that may be pre-empting the audio thread.Make sure your sound engine thread priorities are higher than the normal game threads.
Performance Monitor Settings
Wwiseヘルプ
thread wakes up for audio processing, and ends when the audio thread processing is done. Depending on the platform, and the priority of other threads running on the same CPU core, this number can get a lot higher than actual CPU usage of the sound engine. Still, you can trust it as a '% of audio capacity', meaning that if it gets close to 100% the audio will most likely starve. Hardware ...
Glossary
Wwiseヘルプ
virtual environment of your game.Wwise-specific terminologyAbsolute Property Properties, such as positioning and playback priority, that are usually defined at the top-level parent object and automatically passed down to each of the parent's child objects. You can override the top-level parent properties by defining these properties at a different level within the hierarchy. Actor-MixerA hierarchical ...
Release Notes - Wwise Unity Integration 2019.2.0.7216.1681
Wwise Unityインテグレーション
possibility of modifying the front and back rooms of an AkRoomPortal has been removed. Rooms are now automatically the highest priority, active and enabled room that overlaps the front and back positions of an AkRoomPortal. As a result of this, the SpatialAudioTutorial Unity scene's AkRoomPortal Component Baker was removed.
AkEarlyReflections from the Inspector
Wwise Unityインテグレーション
reflections auxiliary bus in the authoring tool. The early reflection auxiliary bus parameter specified on individual sounds takes priority over the value passed here. Reflections Volume Set an early reflections send volume for the current game object. It will be used to control the volume of the early reflections send. The component will call AK:SpatialAudio::SetEarlyReflectionsVolume() with the ...
Using AkRoomAwareObject from the Inspector
Wwise Unityインテグレーション
GameObject's collider overlaps with the AkRoom component's collider, the GameObject is set in the room (if the room has a higher priority than the current room the GameObject is in). Scale the GameObject's collider accordingly. We recommend scaling it to 0. See also Spatial Audio in Unity Rooms and Portals Tutorial
Rooms and Portals Tutorial
Wwise Unityインテグレーション
Object 3D Viewer Note:To add a reverb outside, add a Room around the entire area. Make sure that the Room has a lower priority than the other AkRoom components of your scene. E. Portals and Reverb Sound emitted through Portals can also use the reverb from the Room the listener is in. We call this Room Coupling. Open the a room's Auxiliary Bus Property Editor and make sure Use game-defined auxiliary ...
Release Notes 2021.1.2.7629.2025
Wwise Unreal インテグレーション
Community-Reported Bugs Performance Changes WG-54411 Improved Editor load times. Miscellaneous Changes WG-53918 Changed the priority of the AkEvent property in AkRoomComponent such that it appears closer to the other properties in the Details panel. WG-54267 Increased the Unreal Demo Game Monitor Queue Pool Size. Bug Fixes WG-54115 Fixed: Crash when Spatial Audio components are added to Blueprint ...
Unity integration: Is there any reason not to use WWise and Unity's audio system simultaneously?
Q&A
experimenting with WWise for interactive music. As for optimizations, the game is not yet in beta, but audio hasn't been much of a priority because it consumes a relatively small amount of resources compared to physics, scripts and rendering (under 3% of CPU in a stress test scene). Are we likely to see a big performance hit from WWise if we're only using it for music?
Advanced Optimization and Development for Mobile Devices
Wwise Performance Optimization
Now that you’ve completed the certification, you can use the knowledge from it and apply it to your own game productions. If you’re not familiar with game design or programming, you’re more than welcome to take the WAG project and make your own version of it. Every small piece of code, every graphical mesh of objects, every audio source is there for you to use, and we highly recommend you to continue ...
Parameter reference
Meta XR Audio Plug-in
This section lists and describes various parameters.Global parametersThe parameters for the sink plug-in are global simulation parameters and affect all audio streams routed to the plug-in.PropertyDescriptionSpatialized Voice LimitWhen using Wwise Authoring, use this parameter to limit the maximum number of objects the endpoint sink can support if you want to experiment with ...
New Features
Wwise SDK
Wwise SDK 2024.1.8 New Features MIDI Music segments now support MIDI files and play virtual instruments created using standard container hierarchies and source synthesizers. Feature overview: Music Segments can contain a mix of audio and MIDI contents. MIDI clips target sampled instruments or source plug-in instruments, created at the Actor-Mixer level. Container hierarchies become samplers ...
The Monitor Queue, used by the Wwise Profiler, is full and could not contain one message. The only side effect of this error is a missing message in the Wwise Profiler.Probable causes:When using API profiling, this can occur if there is a burst of API calls in a very short period.The monitoring thread could not be run in time due to thread priorities on the same CPU core.Recommended resolution steps:Increase ...