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  • Strata
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技能検定コース

  • Wwise Fundamentals (2024.1)
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  • Wwise Unity Integration (2023.1)

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I have the priority of a sound set to 100, but if the CPU is already at it's limit due to other sounds it occasionally will not play. The priority seems to help when picking which sound to play, but is there any way to have the engine kill lower priority sounds when a higher priority sound is triggered and the engine is at it's limit? I really need this 100pri sound to play, no matter what.
layer on top of the existing setup.I've tested this approach, and it appears to work - Spatial Audio Volumes with the same priority don't seem to exclude each other. However, this observation conflicts with the Wwise documentation, which states that when Spatial Audio Volumes share the same priority, a random one will be selected.My questions are:Is my current implementation working as intended?Or ...
have the resources for this so our fear is that we'll need to remove WWise as from the project as a small download is higher priority than wwise, but it feels highly probable that someone else has encountered (and solved) this problem before. Is this something under consideration, or are we behind a bit and this has already been solved? Version 2020.1.0 of the package.
instances, since the main player sounds will likely be mixed differently from the other players sounds (distance, importance, priority, etc). The dialog event system canl be used on each client instance independendly.
and I've seen a ton of information about how to give wwise more memory, but nothing on how to give wwise more cpu/thread priority. If this is not possible, suggestions on how to lower the (seemingly) excessive cost of resonance audio rooms would also be appreciated. I have tried having it 'tick' (push the values to wwise) on a slower timestep, which seems to help somewhat but not enough to solve ...
  If you play an ambient loop event, is there a way to tell Wwise to ignore the play event if it is called again by the code when the loop is already running?   Open the sound in the Property Editor Go to Advanced Settings tab Set the Limit sound instance property   You can set it to Limit sound instance 1, Globally It is also recommended to set the 'when ...
if it also started to rain) I would have a lot of voices that crossfade between them. I wanted to limit this by creating a priority system perhaps but I notice that the voices are interrupted abruptly and therefore the crossfade does not come out as it should. I would like to play a maximum of 8 voices but make the transitions smooth. Does anyone know how to manage something like this? Thanks
additional layer of ambience on top. I would have expected this to happen if both Ak Room components were set to the same priority. What I’m finding however is that no matter what the priority of the smaller room, that the Room Tone assigned to the large room will always stop when entering the small room. Is there a way to achieve a layered ambience like I described using the Ak Room system, or will ...
When developing a mobile game, reducing download size is a high priority. Playback, however, requires fully decompressed sound to prevent stalls/stuttering; especially when playing numerous, relatively short sounds. I'd like to know the optimal method for achieving this with wwise. Can I decompress a sound bank on load? Do I need to write a plugin? Is there a way to convert and save PCM sound when ...
trace: 0x000000129FBE6828 _Z13tlsf_memalignPvmm+0x88 Setting up 1 worker threads for Enlighten. Thread -> id: 3beea146d8 -> priority: 1 0x000000129FBE4FB0 _????AK9MemoryMgr6MallocEim+0x78 0x000000129FD1CCD0 _????AkSink4InitEPN2AK17IAkPluginMemAllocEPNS0_20IAkSinkPluginContextEPNS0_14IAkPluginParamER13AkAudioFormat+0x118 0x000000129FC558D0 _????AkDevice10CreateSinkEv+0x1F4 [HINT] DEBUG HUD can ...
Hello everyone! I've encountered a problem where CPU total usage fluctuates significantly on Android devices (I've tested it on both older and newer, more powerful devices), while on iOS devices (tested on both older and newer ones) and Windows, all the metrics are within normal range. I'd like to mention that in terms of optimizations, everything seems to be set up correctly, with the 'render' option ...
AkSpatialAudioVolume, with 2 portals, each connecting the bottom opening(to Indoor) and the ceiling(to Outdoor), and set Chimney priority higher then Indoor, it does not work. But only if I disable the ceiling surface of Indoor, that will make Chimney work.if I set Chimney as AkSpatialAudioVolume, and using modeling tool to carve out the Indoor Volume, it works without having to disable ceiling surface.
/Runtime/Export/Debug/Debug.bindings.h Line: 35)Setting up 2 worker threads for Enlighten.  Thread -> id: 7fb321aa5700 -> priority: 1   Thread -> id: 7fb3212a4700 -> priority: 1 After upgrading wwise to the newest version (2019) everything works again under Linux.Because the wwise upgrade would delay our unity upgrade even more I would like to ask if someone has ...
project-level prioritization system, that looks at all sounds and decided which ones are allowed to play, based on multiple priority parameters. For instance, if you are surrounded by 100s of enemies, you can use virtual voice to only play the 20 most relevant enemy sounds. This will save performance, but probably also make your soundscape less cluttered. Maybe this blog post will clear up a few things ...
too. Thanks for the suggestion! Having colors has been ask by many of our users and it is definitely on our radar as a high priority item that we want to address. Thanks, Remi
UE::BulkData::Private::CreateStreamingRequest(UE::BulkData::Private::FBulkMetaData const &,FIoChunkId const &,__int64,__int64,EAsyncIOPriorityAndFlags,TFunction<void __cdecl(bool,IBulkDataIORequest *)> *,unsigned char *) ( BulkDataStreaming.cpp:444 ) [ 04 ] FBulkData::CreateStreamingRequest(__int64,__int64,EAsyncIOPriorityAndFlags,TFunction<void __cdecl(bool,IBulkDataIORequest *)> ...