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
enabled in most scenarios. Will print error messages in the log if invalid values are found at various point in the pipeline. Contact AK Support with the new error messages for more information. AkSoundEngine.h の 266 行目に定義があります。
AKTEXT("No audio device found on system.")), 269  270  ERROR_CODE_DEF(AKTEXT("ErrorCode_Support"), AKTEXT("Internal error, contact Support with this information: %s")), 271  ERROR_CODE_DEF(AKTEXT("ErrorCode_ReplayMessage"), AKTEXT("Replay: %s")), 272  ERROR_CODE_DEF(AKTEXT("ErrorCode_GameMessage"), AKTEXT("%s (Game Message)")), 273  ERROR_CODE_DEF(AKTEXT("ErrorCode_TestMessage") ...
enabled in most scenarios. Will print error messages in the log if invalid values are found at various point in the pipeline. Contact AK Support with the new error messages for more information. 267  268  bool bOfflineRendering; ///< Enables/disables offline rendering. \ref goingfurther_offlinerendering 269  270  AkProfilerPushTimerFunc fnProfilerPushTimer; ///< External (optional) ...
Audiokinetic media contact:Nour Al Hammoud, Director of Marketing+1 514 499-9100 Ext: 236nhammoud@audiokinetic.com Tencent Cloud media contact:Portia Huang, Director of Global Communications+852 3148 5100 Ext. 50740portiahuang@tencent.com
use of the AUDIOKINETIC Wwise Technology to other Licensee Platforms, or purchase additional plug-ins, Licensee needs to contact sales@audiokinetic.com 3.3License Key (continued) Project Leaders may only disclose the License Key to its faculty and students currently engaged in its academic programs, and only for non-commercial academic and research purposes. Licensee and each Project Leader ...
ReaOpenは、オーディオファイルを選択して元のREAPERプロジェクトを簡単に開けるという、無料で軽量のプログラムです。WindowsでもMacでも使え、Wwise、Explorer、Finder、そしてREAPER自体にインテグレートできます。前回は、WAAPI Transferを使ってREAPERからWwiseに送る方法を説明しました。今回は、その逆方向です。 使い方は基本的にGame Audio Connect プラグインの、Open in Nuendoコマンドと同じです。プログラムの核となるのはジェレミー・ロジャース(Jeremy Roggers)、別名JerContactが書いたOpen project from clipboardというスクリプトで、それに私が手を加えました。まだジェレミーがつくったものを見たことがなければ、彼はProtoolsからREAPERに乗り換える人に役立つアイデアをたくさんも ...
like GameSoundCon are also a great option for folks in game audio.If you have any questions about this list, feel free to contact me through the school’s email on our site, SoVGA.com. Our Discord is also a great spot to connect with around 900 folks part of the SoVGA community: Discord.com/invite/K36rCekacM 1) Prepare If you're planning to go to GDC talks, a good way to get ready for them is by watching ...
events such as http://www.notgdc.fun/, and https://gamedev.world/en/ which may be of interest. If you have any questions, contact me at any time via the email on our School of Video Game Audio  site, and I'll do my best to help out!  1. Prepare If you're planning to go to GDC talks then a good way to get ready for them is by watching free GDC vault videos from last year and earlier. It'll just give ...
follow IAM on social media: Twitter : https://twitter.com/IAM_MTL FB : https://www.facebook.com/InteractiveAudioMontreal/ Contact : info@interactiveaudiomontreal.com
Series #12 February 13, 2020 Fanny Rebillard and David Viens at IAM-CIRMMT explore what archiving means and it's role in keeping record of video game sound. For more information about IAM events: http://www.interactiveaudiomontreal.com/ To follow IAM on social media: Twitter : https://twitter.com/IAM_MTL FB : https://www.facebook.com/InteractiveAudioMontreal/ Contact : info@interactiveaudiomontreal.
Designed Element Considerations 01:13:35 Tale of the Red Deer & Sound Stories 01:19:22 Metal Bending Strategy 01:25:46 Contact Microphones 01:33:34 Creative Applications of Physics Sounds 01:35:37 UCS Naming Standardizations 01:41:43 The Power of Reaper 01:44:15 Community Contributions 01:45:00 Strata, Free Samples, Physics Hands-On 01:47:18 Wrap Up and Thanks! Audiokinetic: https://www.audiokinetic.
pulldown will not be displayed.4. If you’ve talked with any of the Licensing team here at AK, choose them from the ‘Audiokinetic Contact’ list.  This way, we don’t assign your project to someone else, if you already know one of my team here.5. Project Description is a required field, but it’s VERY vague.  We’ve had folks type ‘it’s a game’.  Technically legit, but… come on now :).  We’ve also had ...
should be there. Programmers, Sound Designers, Composers, Audio Programmers, Producers, even Exec Producers and other business contacts on your end. The more information we have about who’s doing what on your project, the better we can work with you. Far too often, we have projects with a single user in our system, then that user leaves and the rest of the team has no idea how to update their license ...
sound waves to travel; therefore, the only way to hear anything is either through direct impact or via vibrations when in contact with a solid object. Even like this, properties of the original sound change drastically until the vibrations finally reach the enclosed atmosphere of the space suit. The effect is similar to listening underwater, but much more pronounced when sound waves travel through ...
Parasite  We started to record lots of source material such as piano string scrap or underwater movements with the great custom contact mic and hydrophone from Jez Ryley. Contact mic was very convenient for what we were looking for because we do not need to cheat with plug-in to make the sound feel “inner”. Then we only did layer with the raw material and add an LFO to create the rhythm that would ...
Andy Martin
クリエイターズディレクトリ
out in the woods, patiently listening for birds and insects, stalking railways for excellent train pass-bys, and putting contact microphones on weird sounding objects. Lately, he can be found way out in the wilderness of the Pacific Northwest, recording for The Northwest Soundscapes Project.
El Zorro Azul
クリエイターズディレクトリ
Our team works composition, sound design, audio implementation, foley, field recording, dynamic mixing, dialogue recording and audio programming. We are innovative team from Argentina that is working in the industry for years now. Dont doubt in contact us.
Joe Hudson Sound Design
クリエイターズディレクトリ
We provide sound design and Implementation services for video games to meet the demands of any project. contact me to say hi! JoeHudsonSoundDesign@gmail.com
Mourad Bennacer
クリエイターズディレクトリ
Contact : wave@embody.audio - Audio director // Sound designer // Music Composer - Based in Montréal - Specialities : 3D Audio electronic music, immersive installations, interactive projects, AR / VR - Directeur audio // Concepteur sonore // Compositeur - Basé à Montréal - Spécialisation : Audio immersif, installations interactives, RA / RV
Sweet Justice Sound
クリエイターズディレクトリ
Sweet Justice is an interactive audio production studio founded by industry veterans. We take the time to get to know our clients and their projects. Based in the sound of England, we have many decades of experience on the front line of the games industry. We have also won multiple awards for our work within interactive audio. Please contact us through our website our one of our social media links ...