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
World Class Mastering, LLC.
クリエイターズディレクトリ
World Class Mastering, LLC is a top-tier audio facility that provides high-end audio processing, sound design, and interactive audio implementation. For more information please contact: www.worldclassmastering.com info@worlclassmastering.com
UmbrTone
クリエイターズディレクトリ
Umbr Tone is a Seoul(Korea) based music studio. We create music and sound on the basis of communicating with clients. Please feel free to contact!
Filip Marciniak Audio
クリエイターズディレクトリ
I'm an audio engineer skilled in game audio implementation, sound design and all the necessary field recording techniques to provide best quality audio in your game. If you have any questions or future collaboration propositions don't hesitate to contact me here or via linkedin profile!
Electrik Blue Media
クリエイターズディレクトリ
We provide audio solutions for your projects. Services include: Music composition, Music production, Sound Design, Foley, Voiceover, Voice acting. Contact us for details!
MIYABI GAME AUDIO INC.
クリエイターズディレクトリ
range of sound direction, QA and porting. If you need any help or consultation for game sounds, you are always welcome to contact.
Sound Array
クリエイターズディレクトリ
functions as a one-stop shop for all your game audio needs - from the beginning stages of designing the audio soundscape and aligning it's trajectory to the scope of your project, to the implementation and integration of audio middleware, mixing and playtesting. Please contact Jim at www.sound-array.com to receive a free consultation and get started!
Accessibility Special Interest Group (GASIG) website in the coming months. Thank you very much for reading! If you'd like to contact me, please send me an email at adriane (at) smashclay (dot) com or DM me at @smashclayaudio. For more information and resources about blind accessibility in games, check my website Smash Clay Audio. And a huge thanks to everyone who offered extensive feedback about this ...
mine who writes much better than me. The game was initially going to be in 2D, and because design is not my strong point, I contacted a 2D designer. In our first meeting, we realized that I still had some uncertainties about the game mechanics; so before he started working, I had to better define what I wanted. As I don't know how to draw, I did some proofs of concept in 3D, and to make the characters ...
question:” field. Licensing or pricing questions should be directed to the Developer Relations team, this choice leads to the “Contact us” form on the Audiokinetic website. Creating a Support Ticket Once you select Question, Malfunction, Performance or the Crash/Hang/Assert to describe your problem; you will reach the Support Ticket creation form. Make sure the “Game Engine” and related Wwise version ...
plugin. The core of the program is a modified version of a script called Open project from clipboard by Jeremy Roggers aka JerContact. If you are not familiar with Jeremy’s work, he has great ideas for people transitioning from Protools to REAPER, so definitely check him out. The problem with his script is that it’s not very user friendly. So, with his permission, I made a few adjustments and created ...
Wwise Unity Integration
Wwise Unityインテグレーション
Wwise Unity Addressables Package Basic Tutorial For Packaging DLC Wwise Addressable Samples Troubleshooting Copyright Contact Us If you have questions about this integration, post your questions to our Community Q&A forum. If you have purchased the support package, contact Audiokinetic support. See also Audiokinetic Launcher: Integrating Wwise into a Unity Project Wwise-301: Wwise Unity ...
Privacy Policy | Audiokinetic
ウェブサイト
and contractual requirements, you may refuse or withdraw your consent to certain of the identified purposes at any time by contacting our privacy manager. If you refuse or withdraw your consent, we may not be able to provide you or continue to provide you with certain services or information which may be of value to you. PLEASE REVIEW THIS PRIVACY POLICY BEFORE USING THIS SITE OR CREATING ANY ...
academic institution that would like to get licensed with Audiokinetic to teach Wwise and get listed on the Creators Directory, contact us for further information. {{cta('83701131-d6cd-4eca-9195-a60a3620e4c7')}}     Your Audiokinetic account is your one-stop community access As we strive towards optimizing our unified and dynamic nucleus for the interactive audio community, we have improved our Audiokinetic ...
simulate obstruction is due to the way diffraction behaves in real life. When a wavelength smaller than an obstacle comes in contact with an obstacle, the sound will be reflected. However, when the wavelength is longer than the obstacle, it will go around it. So, if you imagine those two frequencies combined in one signal, traveling towards the same obstacle, a listener behind that wall will only ...
sounds. For example in the most recent update where we added vehicles, the buggy is my own unglamorous car, recorded using contact microphones, the hovercraft is a combination of a desktop fan and air conditioning unit and the large vehicle sounds come from programmer Dave’s Range Rover, I just dropped a microphone into the engine then we went for a spin around Guildford. Apart from my usual rule ...
murmurings of ‘SoundFrame’ and an import audio API perhaps being added to the SDK.  Around that time, another customer put us in contact with Bernard Rodrigue, Director of Development at Audiokinetic, who told us about the revamped SoundFrame, now known as the Wwise Authoring API (WAAPI), and its planned features.  It seemed to have (or would have) everything needed to send files, region definitions ...
world-objects. It can be ported, refined and expanded when going forward. Thank you for reading, and please feel free to contact us if you have any questions or comments!     Additional Resources    Community Stream: For a more detailed look at crowd audio and the Wwise project, project audio lead Matthew Florianz and audio programmer Jon Ashby talk to community manager Bo in a 2 hour community live ...
explaining how we solved it. If you like our solution and would like to do something similar for your project, please feel free to contact me. Right now, ReaCognition is a tool created just for one specific project, but my plan is definitely to make it publicly available in future, especially if there is a significant need for such a tool. Once again, I don’t claim that this workflow, or even ReaCognition ...
to the next segment over a beat drop. So, that’s how we designed the audio system for Hardcore Mecha. Please feel free to contact me if you have any suggestions. Thank you! Enjoy the closing song performed by AHKE!  
so if you like, let us know when you used them. Feedback and comments are always welcome of course, so do not hesitate to contact us. We hope we created a set of impulse responses that your projects benefit from and make it even more acoustically convincing.  {{cta('b15b21ae-b66c-47aa-b733-8a1e301d43d4')}} BOOM Library Outdoor Impulse Responses can be used with the Wwise Convolution Reverb plug-in.