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
Wwise Audio Lab (WAL) is an open-source game-like 3D environment developed with Unreal Engine 4 available through the Wwise Launcher. WAL puts the Unreal Project Source and Wwise Project in your hands to explore, audition, and create a better understanding of Spatial and 3D Audio.Since its launch in 2017, WAL (Wwise Audio Lab) has served as a way to identify current and best practices for integration ...
The Inception of Strata SFX library creators have produced and distributed their content in roughly the same fashion for the last four or five decades: they record, assemble, mix, and render sounds they design, and then sell them in theme-based packages to their audience. If we exclude a few exceptions, such as how BOOM Library offers construction kits of their designed sounds, there have been almost ...
In this article, we’ll be reviewing some of the improvements to CPU usage in Wwise 2022.1’s runtime: Performance Improvement Highlights Improvements to CPU Profiling Revamped CPU Scheduling Improved Parallelism and Concurrency Performance Improvements First, we want to showcase some general performance improvements in Wwise 2022.1: Improvements to RTPC Management Something that many developers have ...
Mixing audio for VR & AR games and experiences can be tiresome. In this blog, we'll provide the first insights into Dear Reality's upcoming solution, dearVR SPATIAL CONNECT for Wwise, which facilitates gesture control of Wwise in game engines like Unity. About Dear Reality At Dear Reality, we are working on immersive audio solutions to make spatial audio mixing less technical and ...
Dive and explore the underwater depths with the newest Strata collection, Submersion. This collaboration between Spectravelers and Audiokinetic will provide you with an extensive collection dedicated exclusively to underwater experiences and soundscapes.   About Spectravelers   We are two senior sound designers, each with over 10 years of experience each. Our shared passion for audio brought us together ...
We're excited to announce that the Meta XR Audio SDK Plug-in is now live in Wwise! This powerful plug-in delivers the core audio features required to create immersive experiences in mixed reality for Meta Quest headsets and other devices. With the Meta XR Audio SDK, you have access to the foundational components of spatial audio and acoustics simulation, enabling your apps to provide an immersive ...
Wwise SDK 2024.1.7 Release Notes 2016.1 The following sections list and describe the latest changes to Wwise between version 2015.1.7 and version 2016.1. For earlier versions, please refer to Previous Release Notes. If using the online help, you can also choose a different Wwise version from the list on top of the table of contents column. Platform SDK updates New Features API Changes ...
The default panning algorithm of 3D sounds implemented in Wwise is based on the ubiquitous VBAP algorithm, which maximizes sound accuracy at the expense of some variability of the energy spread. That is, the energy spread is minimal when the virtual source is aligned with a loudspeaker, and is maximal when it is exactly in the middle of a loudspeaker arc (for standard configurations) or triangle (for ...
The following image displays the tracks of an ambisonic Ambience Space Station subproject. These projects are arranged with layers that form ambient loops. Track colors vary by layer, and the track names and colors are used similarly throughout the Ambience Space Station subprojects.CompositesThe following image shows the Composite tracks in white. Note that the Stereo composite is routed to the parent ...
Wwise SDK 2024.1.7 Known Issues and Limitations Audiokinetic aims to provide you with the highest quality software. However, be aware of the limitations and known issues in this version of Wwise. Wwise Limitations The following list describes the limitations in this version of Wwise. 3D Spatialization When performing 3D spatialization of standard multichannel sounds, a hard-coded channel ...
Wwise SDK 2024.1.7 New Features Overview 2016.1 Ambisonics Support Wwise now supports the import of ambisonic media source files (AMB or WAV), the 3D rotation of ambisonics sources, and the output of ambisonics through ambisonics-specific Bus configurations. And, with the use of the new Wwise Recorder plug-in, it is possible to save your ambisonics output to ambisonic files. Wwise Recorder ...
The two primary component ordering formats for ambisonics are Furse-Malham, commonly called FuMa, and Ambisonic Channel Number, commonly called ACN. As seen in the following image, the former uses a lettered notation that—following alphabetical order per grouping—starts with the W (omni) channel, moves to its lower right, then its lower left, and then its lower center; then it moves to the next order ...
The blog Ambisonics as an Intermediate Spatial Representation (for VR) explains in detail the concept of intermediate spatial (or 3D) representations. In summary, busses at the higher levels of your bus hierarchy should be configured such that they preserve 3D information so that it can be used to binauralize for headphones, or “downmix” (for lack of a better term) for speakers. This is especially ...
You can use certain Effect plug-ins, such as Auro Headphone or Resonance Audio (installed through the Audiokinetic Launcher), to convert ambisonics to a stereo configuration. In this way, you can benefit from the ambisonics format as an intermediate 3D representation of sounds and then effectively downmix the signal before it reaches the final output.To set up a binauralizer Effect ...
3D Meter
Wwiseヘルプ
The 3D Meter mode provides a 3D spherical representation of the directionality of an ambisonic signal. It calculates the Peak level at every position on the sphere. A heatmap representation is then generated from each of the positions on the sphere. The 3D meter mode is currently only available on busses that have an ambisonics bus configuration. During the decoding process, gain factors are applied ...
Wwise SDK 2024.1.7 Release Notes 2019.2 The following sections list and describe the changes to Wwise between version 2019.1.7 and version 2019.2. For earlier versions, please refer to Previous Release Notes. Platform SDK Changes New Features API Changes Behavior Changes Performance Changes Miscellaneous Changes Bug Fixes Platform SDK Changes (PS4, Windows, UWP) These platforms now support ...
Wwise SDK 2024.1.7 New Features Overview 2017.2 Improvements with States Most RTPC Properties Now Available to States All audio properties that support multiple RTPC curves and most properties from the Wwise plug-ins can now be controlled by States. To add new State properties to an audio object or plug-in, simply open the State Properties view and select the properties as seen below.
Focus
Wwiseヘルプ
Note For context, reference the first example. The Focus parameter contracts together the virtual sources of each input channel, before applying rotation and spread. This is used to mitigate the leakage of input channels into output channels, when panning a discrete multichannel file. The following figure shows the case with 70% Spread that we have seen before. No Focus was used, and thus we ...
Effect of Height Spread
Wwiseヘルプ
Typical distance-driven Spread curve designs use large Spread when the source is near and small Spread when it is far from the listener. With this approach, the source is enveloping when it is near and point-like when it is far. Additionally, when sources are near, their incident direction is subject to abrupt change and they may sound unnatural. Large Spread values mitigate these artifacts.Similar ...
Note For context, reference the first example. When panning on a 3D channel configuration, meaning a configuration (such as 7.1.4 or ambisonics) that can represent sound coming from above and/or below, the virtual sources are disposed in the shape of spherical caps. The following figures show stereo and 4.0 sources with various Spread and Focus.Recall that 3D positioning only takes up to 7 input ...