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기타 문서

  • Strata
  • ReaWwise
  • Audiokinetic Launcher
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자격증 과정

  • Wwise Fundamentals (2024.1)
  • Wwise Interactive Music (2021.1)
  • Wwise Performance Optimization (2023.1)
  • Wwise Unity Integration (2023.1)

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[Wwise 2016.2.6] After unlinking the mixer-input plugin toggle, assigning a new mixer to one platform will appear in the GUI to override another. Unlinked mixer references XML<Reference Name="Mixer" PluginName="Oculus Spatializer" CompanyID="266" PluginID="146" PluginType="6"><ObjectRef Name="Oculus_Spatializer" ID="{00C53681-B97C-40CF-B833-585DD6ACE7B3}" WorkUnitID="{54240276-F78B-45D8-BB64-7 ...
I recently opened a Wwise project on my mac using an apollo x8 interface. When I set my Authoring Audio Preferences to use this interface it only output stereo. When I changed the Main Mix Configuration from use audio device to 5.1 sound came out of my speakers asigned to the wrong channels and at full volume ignoring my volume controller on the interface. My Mac Audio/Midi setup is set to a 5.1 ...
Hello, I've been wanting to talk to you about this for a long time, but I don't understand why there isn't the equivalent of an Actor-Mixer for interactive music elements. For example, if you want to globally manage several parts of the same piece or several pieces (to which you want to assign the same effects or behaviors), you have to use a Music Switch Container even though you don't necessarily ...
HI AK developers, For in_pInputContext->Get3DPosition's AKEmiiterAndListenerPair with positioning set to 3D with user-defined source objects, does the azimuth and elevation functions between object and listener correctly account for BOTH the azimuth and elevation of the orientation of the listener? I'm using 2014 beta 1 fyi. Thanks! Hi Yuancheng, They do. Listeners are defined on the sound engine ...
Hello, thanks for taking the time to read my quesiton! :) I want to duplicate a large set of events as well as their corresponding actor-mixer structure. So far, I can duplicate each one of them seperately, but getting the new events to target the objects in the new actor-mixer stucture is the roadblock. :| What is the best way to achieve this? I've been digging into WAAPI script, but I haven't yet ...
Using a sub bass drop as an example rendered as a LFE in a multichannel file. On a surround sound system this content plays through the LFE speaker as designed. Because the standard down-mix in Wwise mutes the LFE channel when it is not present in a configuration, stereo listeners will not hear this effect play. This creates some problems in terms of controlling the output in a multichannel mix if ...
Hi there, The new enhanced State-features in Wwise 2017 apparently break Mixer Plugins in following case: - Parent Bus contains the Mixer Plugin. - Child Bus has States enabled in the States tab. Result: The Mixer Plugin of the Parent Bus has no effect any more on the Child Bus. This used to work in earlier Wwise version. Is it a bug, or just something we need to be aware of? The solution we ...
Hi. I think it's simple problem but I couldn't think good way. I found some of "Not used" audio resource in File Manager. I deleted this resource in Actor-Mixer Hierarchy in the past. But, how to reload this resource into them? Of course I can load it through Windows explorer, but I want to deal this in WWISE. https://drive.google.com/file/d/1YSeyVWcS8qGbVHJbrHoLMjUi3HLoLPhA/view?usp=sharing Thanks ...
Hi, We're using Unreal 4.7.4 with integration 2014.1.3 (latest) and Authoring build 5219 and are experiencing a strange issue. When connecting Wwise in real time (remote connection) with Unreal everything sounds great. However, when playing the game without using remote connection (e.g. Standalone Game), changes to bus volume or anything in the master-mixer hierarchy have no effect whatsoever. But ...
I've been working through the Wwise 101 course. In lesson 7 you add a player life (alive/dead) state into a bus on the mixing desk layout. After this, on the mixing desk, your told to change the state to dead, make some changes to the bus volume and LPF on that bus, then change to alive where those changes will not have been made. However any changes I am making are just globally to that bus, and ...
Is it worth integrating this free open-source tech into Wwise? I can see loads of great uses for it, even if it's limited only to one stereo instance this would still be game changing.
I tried also the way the Auro-3D manual shows, which is to add the plug-in as a Mixer Plug-in, but when I try to do that, no plug-in show itself available there. Does anyone have any experience with the Auro-3D plug-in that might be able to lend a hand? Thanks in advance! PS: I don't think the problem is connected with that, but I'm working with Unity as a Game Engine. Auro-3D isn't supported by all ...
HI, This is for PC only, I'm trying to output 2 different sound mix from wwise : - One surround 5.1 mix for ambiance and SFX - one stereo mix which would output only Radio Comm from the game. The setup would allow sim nuts builders to receive radio comm in headphones.End users would use an 8 outputs home studio sound cards in order to route easily the radio comm to heaphone and suround mixdirectly ...
Hi! I'm working on a crossplatform game and we were wondering if it's doable to create a surround (5.1) mix for TVOS. I saw in the documentation that only stereo output are supported on iOS and that TVOS must use iOS for their base platform. Is it possible to bypassed it like we can on Windows or Mac ? Here's the documentation : https://www.audiokinetic.com/fr/library/edge/?source=SDK&id=audio_output_platform.
Hi, Whats the best way for setting up different mixes for headphone and speaker? What can you include in a sub-mix? Bus-volume, attenuation? Do you use states for this? Is there any other way? I know there is a AK::SoundEngine::SetPanningRule in the sound engine for panning. If you want different panning for headphones and speakers. Cheers, //David.
I can easily drag a sound object into a mixing/soundcaster session by ui operation.But it there any way to achieve it with waapi ?
It seems there's been a few questions regarding this problem, but I've yet to find an answer I understand... Basically my issue is this - in Unreal we have up to four player split screen co-op... Each player has their own listener that exist in the same place to each other and I want to stop hearing 4 instances of the same sound. While profiling the session, it seems each player has their own instance ...
I have a title that is already finished in stereo. We are moving to PS4 and I need to create a 5.1 and a 7.1 mix. I have worked with surround before, but not in Wwise or in a video game. Are there any best practices or tutorials regarding how to handle the outputs in Wwise? Do I have one audio bus for each surround channel configuration alongside a stereo one? Do I just add the Surround busses to ...
There is a sound that I don't want to make 2 samples for PC and NPC,but I want the sound loud from PC,and quiet from NPC. How to do this? Thanks! You could have a Game Parameter, set to 0 when NPC and 1 when PC, and bind this using RTPC to the Volume of your Sound.
Hi, I'm interested in providing a feature to help the hearing-impaired. Often spatialized audio can negatively impact the experience for players who have hearing loss in one ear. I'd like to convert my current 7.1 mix to mono (via an in-game setting), or instruct wWise to do so. Is this a supported feature? Is there a recommended way to implement this? Thanks! Hey, I have the same issue, do you found ...