Wwise 버전
- Sample Project
- Wwise SDK
- Wwise Unity 통합
- Wwise Unreal 통합
- Wwise 도움말
- Wwise 핵심 개념
기타 문서
- Strata
- ReaWwise
- Audiokinetic Launcher
- Wwise Audio Lab
- Wwise Adventure Game
- GME In-Game Voice Chat
- Meta XR Audio
자격증 과정
- Wwise Fundamentals (2024.1)
- Wwise Interactive Music (2021.1)
- Wwise Performance Optimization (2023.1)
- Wwise Unity Integration (2023.1)
기타 소스
- 웹사이트
- 동영상
- 플러그인
- 제작자 명단
- Q&A
- 블로그
Complete Changelist
Wwise SDK
WG-22259 New API: AK::SoundEngine::Wii::SetDRCVolume() can be used to set the volume of the DRC audio mix. WG-22527 Calling AK::SoundEngine::UnloadBank with a specified bank not previously loaded now returns AK_UnknownBankID instead of AK_Success. 작동 방식 변경 사항 WG-21393 Volume threshold evaluation now takes bus gains of all signal paths into account and takes the maximum. This means that a voice will ...
Complete Changelist
Wwise SDK
WG-20025 Fixed: Possible crash when mixing multiple layers of Continuous Random containers interleaved with blend containers with multiple children. WG-20022 Fixed: Shift-click in capture log jumps to random position. WG-20018 Fixed: Step Switch container under a blend container will prevent some sounds to play if no sound is assigned to the current switch at the moment of the playback. WG-20002 Fixed: ...
Complete Changelist
Wwise SDK
WG-18633 New Effect: Pitch Shifter plug-in to create a mix of multiple pitched voices without time scaling. WG-17713 New Effect: Time Stretch. WG-18761 States groups inside the Mixing Desk remain sorted and aligned. State groups are now sorted in State tab of Property Editor. WG-18788 Integration Demo for Mac is now available. WG-18909 Multi-editor now remembers the expanded section across sessions.
What's New in 2008.1.2
Wwise SDK
AkPlatformInitSettings::threadMonitor to allow user changes to monitoring thread properties. 새로운 기능 Number of effect slots on a voice, mix bus and master control bus has been increased from 1 to 4. Switch and Random-Sequence containers are now supported as parents of the Blend container. Behavior and Performance Changes WG-8774: Fixed notifications when loading a bank while simultaneously doing ...
Android 관련 정보
Wwise SDK - Android™
Both are designed for headphone output and support a spatialized bed and a passthrough mix. 시스템 오디오 오브젝트는 지원되지 않습니다. Wwise chooses the appropriate technology based on device capabilities and initialization settings. To activate 3D Audio, these conditions must be met: The Allow 3D Audio Audio Device property is enabled in the Wwise project. AkInitSettings::settingsMainOutput uses default settings, ...
Windows 관련 정보
Wwise SDK - Windows
Wwise SDK 2024.1.8 Windows 관련 정보 이 페이지는 Windows에서 Wwise SDK를 사용할 때 필요한 정보를 담고 있습니다. 3D Audio 활성화 3D Audio 지원은 Microsoft Spatial Sound를 이용하여 구현돼있습니다. 즉, 엔드포인트에 Spatial Sound가 활성화돼있을 때만 3D Audio를 사용할 수 있습니다 (예: Windows에서 오디오 장치). 다양한 플랫폼에서 Spatial Sound를 활성화하는 방법을 비롯한 더 자세한 정보는 Microsoft Spatial Sound를 참고하세요. Spatial Sound가 활성화되면, Main Mix가 Microsoft Spatial Sound 정적 오브젝트(예: 채널 베드)로 전송되며 ...
IAkAudioDeviceEffectPlugin
Wwise SDK
AkAudioFormat &in_rFormat, const Ak3DAudioSinkCapabilities &in_3dCapabilities)=0 virtual void Execute (AkAudioBuffer *io_pMainMix, AkAudioBuffer *io_pPassthroughMix, const AkAudioObjects &io_objects, AkRamp &io_gain)=0 AK::IAkPlugin(으)로부터 상속된 Public 멤버 함수 virtual AKRESULT Term (IAkPluginMemAlloc *in_pAllocator)=0 virtual AKRESULT Reset ()=0 virtual AKRESULT GetPluginInfo (AkPluginInfo ...
ComputeSpeakerVolumesDirect
Wwise SDK
Wwise SDK/클래스/AK/IAk erPluginContext
Wwise SDK 2024.1.8 AKIAkMixerPluginContext ◆ ComputeSpeakerVolumesDirect() virtual AKRESULT AK::IAkMixerPluginContext::ComputeSpeakerVolumesDirect ( AkChannelConfig in_inputConfig, AkChannelConfig in_outputConfig, AkReal32 in_fCenterPerc, AK::SpeakerVolumes::MatrixPtr ...
GetDownstreamGain
Wwise SDK
Wwise SDK 2024.1.8 AKIAkPluginContextBase ◆ GetDownstreamGain() virtual AkReal32 AK::IAkPluginContextBase::GetDownstreamGain ( ) pure virtual Get the cumulative gain of all mixing stages, from the host audio node down to the device end point. Returns 1.f when the node is an actor-mixer (voice), because a voice may be routed to several ...
Ak3DAudioSinkCapabilities
Wwise SDK
Wwise SDK 2024.1.8 모든 멤버 목록 | Public 속성 Ak3DAudioSinkCapabilities 구조체 참조 #include <AkCommonDefs.h> Public 속성 AkChannelConfig channelConfig {} Channel configuration of the main mix. 더 자세히 ... AkUInt32 uMaxSystemAudioObjects = 0 Maximum number of System Audio Objects that can be active concurrently. A value of zero indicates the system does not support this feature. 더 자세히 ..
AkAudioObject
Wwise SDK
AkPositioningData positioning Positioning data for deferred 3D rendering. 더 자세히 ... AkRamp cumulativeGain Cumulative ramping gain to apply when mixing down to speaker bed or final endpoint 더 자세히 ... AkPipelineID instigatorID Profiling ID of the node from which the object stems (typically the voice, instance of an actor-mixer). 더 자세히 ... AkPriority priority Audio object playback priority.
fPathGain
Wwise SDK
Wwise SDK 2024.1.8 AkEmitterListenerPair ◆ fPathGain AkReal32 AkEmitterListenerPair::fPathGain Emitter-listener-pair-specific overall gain that scales fDryMixGain, fGameDefAuxMixGain and fUserDefAuxMixGain AkTypes.h 파일의 837 번째 라인에서 정의되었습니다. 다음에 의해서 참조됨 : PathGain().
GetGainForConnectionType
Wwise SDK
AkTypes.h 파일의 805 번째 라인에서 정의되었습니다. 다음을 참조함 : ConnectionType_Direct, ConnectionType_GameDefSend, ConnectionType_UserDefSend, fDryMixGain, fGameDefAuxMixGain, fUserDefAuxMixGain.
AkPluginType
Wwise SDK
AkPluginTypeSource Source plug-in: creates sound by synthesis method (no input, just output). AkPluginTypeEffect Effect plug-in: applies processing to audio data. AkPluginTypeMixer Mixer plug-in: mix voices at the bus level. AkPluginTypeSink Sink plug-in: implement custom sound engine end point. AkPluginTypeGlobalExtension Global Extension plug-in: (e.g. Spatial Audio, Interactive Music) AkPluginTypeMetadat ...
AkAudioSessionCategoryOptions
Wwise SDK
See the documentation for each option to learn which category they affect. 참고 AkPlatformInitSettings AkAudioSessionCategory AkAudioSessionProperties 열거형 멤버AkAudioSessionCategoryOptionMixWithOthers Same as AVAudioSessionCategoryOptionMixWithOthers. Only affects PlayAndRecord and Playback categories. AkAudioSessionCategoryOptionDuckOthers Same as AVAudioSessionCategoryOptionDuckOthers. Implicitely ...
class_ak_emitter_listener_pair-members
Wwise SDK
EmitterAngle() constAkEmitterListenerPairinline fApertureAkEmitterListenerPair fDiffractionAkEmitterListenerPair fDistanceAkEmitterListenerPair fDryMixGainAkEmitterListenerPair fEmitterAngleAkEmitterListenerPair fGameDefAuxMixGainAkEmitterListenerPair fListenerAngleAkEmitterListenerPair fObstructionAkEmitterListenerPair fOcclusionAkEmitterListenerPair fPathGainAkEmitterListenerPair fScalingFactorAkEmi ...
Wwise SDK 2024.1.8 AkOutputDeviceMeteringCallbackInfo 멤버 목록 다음에 대한 모든 멤버의 목록입니다 : AkOutputDeviceMeteringCallbackInfo (모든 상속된 멤버들도 포함합니다.) eMeteringFlagsAkOutputDeviceMeteringCallbackInfo gameObjIDAkCallbackInfo mainMixConfigAkOutputDeviceMeteringCallbackInfo passthroughMixConfigAkOutputDeviceMeteringCallbackInfo pCookieAkCallbackInfo pMainMixMeteringAkOutputDeviceMeteringCallbackInfo ...
_ak_audio_object_8h_source
Wwise SDK
Positioning data for deferred 3D rendering. 68 AkRamp cumulativeGain; ///< Cumulative ramping gain to apply when mixing down to speaker bed or final endpoint 69 AkPipelineID instigatorID; ///< Profiling ID of the node from which the object stems (typically the voice, instance of an actor-mixer). 70 AkPriority priority; ///< Audio object playback priority. Object with a ...
_ak_spatial_audio_8h_source
Wwise SDK
The default behavior is to use the maximum of all surfaces' transmission loss values. 235 /// 236 /// Transmission loss is applied on the mix connection between the emitter and the listener for the dry path, and between the emitter and the room for the wet path. 237 /// The transmission loss value is converted to volume attenuation, low-pass and/or high-pass filtering, using the transmission ...
Audio Object에 Effects 사용하기
Wwise 도움말
Effect가 Audio Object를 처리하는 방식은 Effect가 삽입된 버스 유형과 Effect가 Object Processor인지 여부에 따라 다릅니다. 다음 섹션에서는 각 가능성에 대한 자세한 내용을 보여줍니다.“Effects inserted on a mixing bus”“Effects inserted on a Processing Audio Objects bus”“Object Processor”Effects inserted on a mixing busEffect가 믹싱 버스에 삽입되면 믹싱 단계가 항상 버스 처리의 시작 부분에 적용됩니다. 그렇기 때문에 버스의 여러 입력이 단일한 오디오 스트림으로 믹싱됩니다. 또한 위치 지정 변환도 믹싱 단계 도중 적용됩니다. 버스에 삽입되는 각 Effect는 한 ...