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
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 ...
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.
Wwise for Games | Audiokinetic
ウェブサイト
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 ...
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 ...
workspace.Select and configure your Source Control plug-in in Wwise.For more information on installing and configuring Perforce, contact your system administrator, or consult the Perforce documentation.You can select and configure the Source Control plug-in in the Project Settings dialog. For more information, refer to Configuring source control plug-ins.Adding files to PerforceBefore you start working ...
develop, integrate, and distribute Soundseed Air with your game, you need to purchase a separate license. For more information, contact the Audiokinetic sales team at: sales@audiokinetic.com. To add a source plug-in:Load an object into the Property Editor. In the Contents Editor, click Add Source. The Source menu is displayed with a list of source plug-ins that are available.NoteSource ...
Dialogue Event is triggered. For example, in a fighting match, you might not want the commentator to say something each time contact is made. To avoid the over-triggering of audio in this type of scenario, you can reduce the probability setting for the Dialogue Event.The Mode setting gives you additional control over the behavior of the Dialogue Event in situations where several paths match the current ...
AK::EventMgrThread is actually running. If it isn't, it would imply the game already lost all sound. If this is the case, contact Audiokinetic Support.Increase command queue memory size, see AkInitSettings::uCommandQueueSize .See also: Monitoring and troubleshooting with the Performance Monitor Profiler Settings
The specified Dynamic Library for a plug-in was found on disk but there was an error while loading the library. This is a typical symptom of external dependencies of the plug-in not being present at load time.Recommended resolution steps:If this is a third party plug-in (not made by Audiokinetic), read the documentation about the plug-in to validate prerequisites.Contact the plug-in vendor for support.
Error while loading bank.
Wwiseヘルプ
steps:Check for out-of-memory errors in the log and resolve them.Regenerate your SoundBanks and redeploy to the target console.Contact Audiokinetic Support. Ideally, capture a ProfilingSession.prof while reproducing the problem. (Refer to Saving the Capture Log for details.)
Failed creating source.
Wwiseヘルプ
failed..Ensure the Init SoundBank is in sync with the SoundBank containing this source. Regenerate and recopy the SoundBanks.Contact Audiokinetic Support. Ideally, capture a ProfilingSession.prof while reproducing the problem. (Refer to Saving the Capture Log for details.)
The Opus hardware decoder halted for an unknown reason. The hardware will be reinitialized and all Opus sounds will restart. A glitch will be heard.Recommended resolution step:Contact Audiokinetic Support if this happens frequently.
The last audio decoding operation did not complete successfully. All hardware-accelerated voices that participated in this operation might starve or stop entirely.This error should not happen normally and may indicate a particularity in the audio source being decoded or a bug in Wwise itself. Contact Audiokinetic Support to resolve this issue.
deleting the specific WEM file in the .cache folder.Use a different codec in the Conversion Settings.If this problem persists, contact Audiokinetic Support.
API Calls in the Profiler Settings and reproduce the scenario. Look for new errors indicating invalid values on API calls.Contact Audiokinetic Support if the problem persists.
This error means the listed Effect plug-in tried to force an invalid audio format change, either the number of channels or sample rate. This usually happens during plug-in development.Recommended resolution steps:Contact the plug-in vendor, or if you are the author, it's time to bring out the debugger.
The Mastering Suite plug-in encountered an error while registering to a Sound Engine callback function via AK::IAkGlobalPluginContext::RegisterGlobalCallback.Recommended resolution steps:If this problem persists, contact Audiokinetic Support.