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
AK_DEFAULT_BANK_IO_PRIORITY
Wwise SDK
Wwise SDK 2024.1.8 AKSoundEngineCommonAkTypes.h ◆ AK_DEFAULT_BANK_IO_PRIORITY const AkPriority AK_DEFAULT_BANK_IO_PRIORITY = AK_DEFAULT_PRIORITY static Default bank load I/O priority AkTypes.h の 120 行目に定義があります。
AK_THREAD_PRIORITY_TIME_CRITICAL
Wwise SDK
Wwise SDK 2024.1.8 AKToolsNXAkPlatformFuncs.h ◆ AK_THREAD_PRIORITY_TIME_CRITICAL #define AK_THREAD_PRIORITY_TIME_CRITICAL (nn::os::HighestThreadPriority+1) AkPlatformFuncs.h の 81 行目に定義があります。
/qa/2014/se-wwise-threads- -avoid-voice-source-starvations/
We develop a multi-platform game running on PC, Mac, iOS and Android. Everything went fine and the game is already on QA stage. We initialize managers with default values like it was proposed in SDK Help. On different devices we get voice starvation from time to time, but it haven't caused any problems that can be heard. The great problems occurred on old iPhone 4: we're constantly getting voice and ...
I think Wwise needs more ways to adjust the priority of a sound. Right now, the only thing you can do is set a priority in Wwise, then have it offset by distance. We need the option of offsetting priority by other factors, like: Occlusion, obstruction, any user-defined RTPC, etc.. it'd also be nice to have some priority adjusting functions in the API as well. Stuff like: OffsetPriority SetPriority ...
/qa/2199/w-can-raise-wwise-thread- -get-smooth-sound-iphone/
some processor time for other game systems in order to give Wwise more time to do its' job. But how can we raise threads’ priority for Wwise? Or, maybe, we have some facilities to synchronize with Wwise system in order to make the main thread to wait for Wwise threads rendering sound? Are there any other suggestions for our situation?We're using Wwise 2014.1.3 SDK build 5219. The tests ...
/qa/8540/itters-sorting- -distance-global-playback-reached/
Hi! We updated our version of WWise (to 2019.2.7) along with an update of our Unreal Engine version (to 4.25) of our already existing project and integrated event based packaging. Along with that update something seems to have happened to the priority plackback when the global limit is reached on emitters. When the global limit is reached, there is a fixed set or physical voices (same amount as the ...
Hi, I wonder if there is a possibility to have a volume transition, fade-out, fade-in when the player enters into an overlapping room with higher priority.Currently, the sound changes brutally from the big zone with lower priority to the small one with higher priority.It seems that two room can't play at the same time.For example, the goal is to make a forest ambient with a forest clearing inside ...
/qa/29/wer- -game-object-during-playback-long-tailed-sounds/
I'd like to seek advice on a scheme of lowering priority of a game object during playback which I'd like to use in my game. The idea is, I think it would be great for long-tailed sounds (weapon shots, explosions) to change their priority while their tail (volume) is gradually decreasing. But with the condition that priority offset at distance for these objects is also working. Since ...
Thank you! I don't think Wwise offers a way to do exactly what you ask. But this situation is usually fixed by proper priority handling. The voices which will be kicked will be the lowest priority voices. When a blend container is triggering more than one sound, both sounds are attached to the same event and to the same game object, which also means they have the exact same priority... unless ...
Is there anyway to extend the fade out time when kill voice is selected for the playback limit? When the voice is killed, the short fade out that is applied is too short and seems unnatural for my purpose. Thanks! Ideally any voices that are being killed due to (distance priority-based) playback limits should be inaudible. Perhaps you can do some manual voice-culling with stop events and custom fade ...
/qa/900/4-akreverbvolume- -is-not-working/
It seems that no matter what, overlapping AkReverbVolumes will always blend as if they were the same priority. If I create one volume with priority 1, and an overlapping one with priority 5, they will both be blended 50/50 in the overlapping area. Is anyone else having this problem? Is there a way around this? This is mainly an issue as I need to have a large volume enclosing the entire level (for ...
/qa/5543/justing-playback- -rtpc-during-playback-causes-drop/
I'm adjusting the priority value of a blend container via an RTPC and the sound keeps dropping out as I do so. The container has one-shot sounds, but it's set to loop with trigger rate. While it's looping, if I change the RTPC value, some children of the blend container randomly drops out, and won't be audible until the next loop iteration, but also until some time passes that is equal to the source ...
Hey, I can't find how to assign the Switch container to follow an RTPC.. Can someone help me out? You need to : Map the Game Parameter values to the switch values Make Switch Container associations using the Switch Group's switches (controlled by the Game Parameter) You will find more information on mapping switch values to game paramater values in the User Guide: Open the User ...
Hello, Recently the priority system for nested AKSpatialVolumes has stopped working. It seems the emitter stays attached to the player/camera. Room to room is working fine, but as soon as you nest them, something has broken. When watching the attenuation in real-time, you can see one emitter is being attenuated but there is one still attached to the player/camera. Any idea what could have caused ...
聞き取り範囲内の音を取捨選択するために、Playback LimitとPriorityを設定する必要があります。 リミットを設定する3つの場所(レベル)が、Actor-mixer、バス、そしてグローバルです。 グローバル(全体)レベルに設定するリミットは漏れを防ぐ最終手段で、ゲームが対応できる数を全体で超えていないか、または1つのゲームプロセスが暴走してCPU全てを支配することはないか、などを確認します。Project SettingsのMax Voices Instancesで設定できます。ピーク時の予想ボイスカウント数よりも、やや高く設定してください。 特定のオブジェクトに対してリミットを設定するには、Actor-Mixer階層やInteractive Music階層のオブジェクトの、Advanced Settingsタブを開きます。なお、このリミットの対象は個別のサウンドで、親構造ではありません。
原始的な歩行リズム ラプティドンの走行リズム マンティサウルスのアタックのリズム 実装と微調整のながれ クリーチャーのActor-Mixerをクリーチャーのサウンドタイプ別に分けたおかげで、PriorityやVoice Limitingといった重要なパラメータ設定を非常に細かく制御できました。また、ミキサーごとにPositioning設定を微妙に変えました。例えば、フォーリーサウンドであれば減衰半径を比較的小さくした一方、クリーチャーのコンバット音声やウェポン音はもっと遠くからも聞こえるようにして、コンバット中のプレイヤーに適したフィードバックが聞こえるようにしています。 クリーチャーのウェポンのAttenuation Shareset クリーチャー音をトリガーするために、様々なサウンドオブジェクトコンテナを使っています。Sequence Containerや ...
/qa/13723/api-get- -and-offset-values/
Is there a way to query the object to get playback priority and offset. I couldn't see any documentation on those, thought it would be part of ak.wwise.core.object.get
図19: 適切に設定されたAkSpatialAudioVolumeのCollision Preset その後にSpatial Audio Layoutドキュメントに基づき、Late ReverbコンポーネントとRoomコンポーネントのPriority番号を設定します。 図20: 適切に設定されたAkSpatialAudioVolumeのLate ReverbとRoomのPriority 次にWwiseのWeapon TailスイッチのInterior/Exteriorステートを設定するために使用するボリュームに、アクタタグを追加します。(詳しくは 「私たちのカスタムソリューション」セクションで説明します。)ボリュームの特性(屋内・屋外、大きさ)に基づき、以下の4つのボリュームタイプから選びます: Exterior Interior_Large Interior_Medium Interior_Small ...
トラックの真ん中に ‘Update_Faction_Higher_Priority’ というマーカーを置くと、システムがその時点のmusic queue(ミュージックキュー)に入っている最もプライオリティの高い情報に合わせて音楽ステートを更新できるようになり、例えば、現在、 ‘Normal – High Elves’というトラックが再生中であり、マーカー時点で‘Enemy Sieging City – Dark Elves’という情報が入ってくれば、システム側は音楽階層の引数パス(argument path)に使用するステートを更新し、トランジションを起こします。このpriority queue(プライオリティキュー)を採用するとクリエイティブな要素を織り込むことができ、例えばトリガーされた最新ステートが‘Recruited Hero’であったとしても、その時点でqueueに‘Battle ...
ゲームプログラムが、WwiseにEventのコールを行う前の段階での制御 Wwiseが、Eventを発音してからの制御 「2」については、Wwise内での、VoiceLimitや、DistanceによるPriorityで制御するといった、一般的なものですので、今回は、「1」の制御についてご説明したいと思います。 大きく分けて、カリング機能、通過音制御、同時発音制御と分類される3つの機能をメインに使用しており、これらはWwiseのEventをコールする前に処理されます。この工程を入れることで、Wwiseに大量の不要なWwiseEventの命令が送られ、Wwiseがhang upするのを防いでいます。 また、これらの機能はWwiseのそれぞれのEventもしくはアッテネーションのパラメーターのメモ内にコマンドを書き込むことで制御が可能になります。 アッテネーションへのコマンド記述の例(カリング: ...