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
with these technical practices! If you would like to contribute to the continued documentation of game audio history you can contact me with your story so your work is not forgotten as technology continues to evolve.
support, including game consoles. If you would like to see SpectralMultiEffect available on your project's platform please contact me through the website, and let me know. Based on interest from users I will consider platforms to be added soon. {{cta('d57305a0-7921-47c4-8be7-a75a8a0b676d')}} Audio Samples Here are three sets of samples demonstrating audio processing with SpectralMultiEffect. Spoken ...
https://www.audiokinetic.com/blog/sound-in-the-silence-of-space-the-systems-of-hardspace-shipbreaker
up, the system that we called "Touch Transfer". This is the system that makes sounds audible when the sound source is in contact with the player, allowing sounds to be heard even in unpressurized environments. This was an effect inspired by the movie Gravity, which was released a few years before development on Shipbreaker began, but was still a major influence. The Touch Transfer system was borne ...
even not working properly, so use with caution. If a Static Mesh does not have a Simple Collision, we need to create one or contact our Tech Art team for help. Using AkSpatialAudioVolumes as AkGeometry In case we don't want to add an AkGeometry component to a mesh, usually for the reasons of optimization, we can use an AkSpatialAudioVolume instead. For that purpose, we need to add an actor instance ...
format. No more mixing with the headset on your forehead! Mixing should be done where the results are heard – in VR & AR. Contact the Dear Reality team if you want to partner up, have questions, or just want to stay updated about relevant developments of dearVR SPATIAL CONNECT for Wwise. Simply sign up for the priority list here.
iteration of GWENT, thinking about the soundscapes and solutions specifically for this project and to be the main point of contact for all audio related topics for the team developing Rogue Mage. What did working on a live service game teach us? First off, we would like to focus on giving you a brief summary of how GWENT worked as a project and what we learned with time.GWENT is a card game of choices ...
of an environment where rich haptics can be delivered to the market as quickly as possible.If you are interested, please contact us by following URL and try out the integration between Wwise and AMPTIX.miraisens.com info@miraisens.com
have to validate their developer status in order to gain access. Our licensing team can help you out with that! Use the “Contact your Audiokinetic Representative” button in your project to get in touch. Benefits of Using Wwise for Indie Developers Cost-Effective Solution The most obvious benefit of the Wwise free license is that it is free! Indie developers can access this robust audio tool without ...
Shadows, were extremely generous and trusting by providing their creations as individual tracks. Anyone who has ever been in contact with the individual tracks of a complexly stratified piece of music knows that within these orchestrations, hidden gems can only be revealed to those who have the ability to isolate them. These reflections led me to adopt a subtractive approach to create variations of ...
Projects
Audiokinetic Launcher
the project will expire within seven days. To renew or extend the license, your organization's license manager must contact the Audiokinetic Sales department. License Expired: The license applied to the project is expired and therefore your project has the same limitations as a project with no license key. To renew the license, your organization's license manager ...
Working with Wwise Installations
Audiokinetic Launcher
platforms you selected to install and for which you are authorized. If you obtain authorization to develop on more platforms, contact Sales to change your profile. Then you can download and add the new platform files. Refer to the following topics for more information about system requirements, the installation procedure, and uninstalling Wwise:Wwise System Requirements in the Wwise Help.
Pricing | Audiokinetic
ウェブサイト
(1st year) check_circleSource Code Access (with support package) Contact us See full price chart All prices are in US currency and exclude taxes. Please note that prices apply to the following regions: North America, South America, Africa, Europe and Australia. ...
this. Generally, this is the person who created the Company entry in the first place, though the role can be reassigned by contacting us. Are you involved in our business dealings with developers? No, definitely not. We are simply trying to help developers find you. Currently, this means that they would look in the directory, search for the location, or services, or languages ...
Samples
Wwise SDK
so, you can download the game and Wwise project from the Audiokinetic download page. For more assistance and information, contact support. Sound Engine Sample DLL This DLL combines the various modules of the sound engine and simplifies integration by providing simple functions for initialization, termination, and so on. If you choose to combine all sound engine-related libraries into a single DLL ...
Creating Sound Engine Plug-ins
Wwise SDK
a plug-in provider and wish to ensure that your plug-ins will not have the same ID as plug-ins from other vendors, please contact support@audiokinetic.com to obtain a reserved company ID. Plug-in Static Registration Various instances of audio plug-ins are all handled by the Plug-in Manager, which recognizes different plug-in classes using both CompanyIDs and PluginIDs. Plug-ins must be registered ...
Adding Plug-ins
Wwise Unityインテグレーション
Convolution Reverb, Motion). You can try them in the authoring application, but not in-game. If you do not have a valid license, contact us. Evaluation licenses are always free. If you want to create a new Effect plug-in for Wwise (and then Unity), read section Creating New Plug-ins. For iOS, tvOS, and Nintendo Switch, plug-ins must be provided as static libraries. See Plug-in Static Registration.
each platform used for your title. All pricing applies only to videogame developments. For other types of projects, please contact us. In all the pricing tables below, the Indie plan is valid for projects with a production budget up to $250K; Pro prices are for projects with a production budget up to $2M; Premium and Platinum prices are for projects ...
AUDIOKINETIC Wwise Technology. If you believe the production of the Project will go beyond its Expiration Date, you may contact Sales at any time to request an extension. Terms specific to Projects for students: Each time students in a course begin a Project, they must register and create a specific Project associated with a course. The Expiration Date for your Project will be the earlier ...
your project. You’ll need to provide: Valid name and email address (we need to know how to contact you!) The text description of your project, with your artistic vision, etc. The link to your video (YouTube, Vimeo, etc.) The link to your Wwise project (we recommend a free upload service like Dropbox, Box, SkyDrive, Google ...
Creating a Custom State Group
Wwise Interactive Music
This is because the need to transition between the Combat and Explore music will occur frequently, based on enemy contact during the game. A special approach to handling this Transition will be needed. For this lesson you’ll be associating Gameplay with the Combat music. In Lesson 7, you’ll learn an advanced approach to integrating the Explore and Combat music so that they ...