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
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Wwise SDK
AkWorldTransform SetPreferredNumberOfOutputChannels() : AK::IAkiOSContext SetPriorities() : AK::IAkPluginServiceAudioObjectPriority SetRampCount() : AK::CAkValueRamp SetRange() : AK.Wwise::Plugin::IProgress SetReflection() : AkPlane SetRTPCValue() : AK::IAkGlobalPluginContext SetSameAsMainMix() : AkChannelConfig SetSameAsPassthrough() : AkChannelConfig SetSinkInitialized() : AK::IAkLinuxContext SetStandard() ...
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Wwise SDK
AkWorldTransform SetPreferredNumberOfOutputChannels() : AK::IAkiOSContext SetPriorities() : AK::IAkPluginServiceAudioObjectPriority SetRampCount() : AK::CAkValueRamp SetRange() : AK.Wwise::Plugin::IProgress SetReflection() : AkPlane SetRTPCValue() : AK::IAkGlobalPluginContext SetSameAsMainMix() : AkChannelConfig SetSameAsPassthrough() : AkChannelConfig SetSinkInitialized() : AK::IAkLinuxContext SetStandard() ...
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Wwise SDK
NotifyMonitorData : ak_wwise_plugin_notifications_monitor_v1 NotifyPluginMediaChanged : ak_wwise_plugin_notifications_object_media_v1 nPriority : AkThreadProperties nSamplesPerSec : WaveFormatEx numPathPoints : AkReflectionPathInfo numReflections : AkReflectionPathInfo NumSurfaces : AkGeometryParams NumTriangles : AkGeometryParams NumVertices : AkGeometryParams
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Wwise SDK
AkRoomParams rms : AK::AkMetering RoomGameObj_AuxSendLevelToSelf : AkRoomParams RoomGameObj_KeepRegistered : AkRoomParams RoomPriority : AkRoomParams rooms : AkDiffractionPathInfo
타입정의
Wwise SDK
AkTypes.h AkPluginID : AkTypes.h AkPluginParamID : AkTypes.h AkPortalID : AkSpatialAudioTypes.h AkPortNumber : AkTypes.h AkPriority : AkTypes.h AkProfilerPopTimerFunc : AkSoundEngine.h AkProfilerPostMarkerFunc : AkSoundEngine.h AkProfilerPushTimerFunc : AkSoundEngine.h AkRayID : AkTypes.h AkReal32 : AkNumeralTypes.h AkReal64 : AkNumeralTypes.h AkResourceMonitorCallbackFunc : AkCallback.h AkRingBufferAllocatorDef ...
Wwise SDK 2024.1.8 AkRoomParams 멤버 목록 다음에 대한 모든 멤버의 목록입니다 : AkRoomParams (모든 상속된 멤버들도 포함합니다.) AkRoomParams()AkRoomParamsinline FrontAkRoomParams GeometryInstanceIDAkRoomParams ReverbAuxBusAkRoomParams ReverbLevelAkRoomParams RoomGameObj_AuxSendLevelToSelfAkRoomParams RoomGameObj_KeepRegisteredAkRoomParams RoomPriorityAkRoomParams TransmissionLossAkRoomParams UpAkRoomParams
Wwise SDK 2024.1.8 AkStreamData 멤버 목록 다음에 대한 모든 멤버의 목록입니다 : AkStreamData (모든 상속된 멤버들도 포함합니다.) bActiveAkStreamData fEstimatedThroughputAkStreamData uBufferedSizeAkStreamData uFilePositionAkStreamData uMemoryReferencedAkStreamData uNumBytesTransferedAkStreamData uNumBytesTransferedLowLevelAkStreamData uPriorityAkStreamData uStreamIDAkStreamData uTargetBufferingSizeAkStreamData ...
New Features
Wwise SDK
Wwise SDK 2024.1.8 New Features MIDI Music segments now support MIDI files and play virtual instruments created using standard container hierarchies and source synthesizers. Feature overview: Music Segments can contain a mix of audio and MIDI contents. MIDI clips target sampled instruments or source plug-in instruments, created at the Actor-Mixer level. Container hierarchies become samplers ...
Wwise SDK 2024.1.8 What's New in 2007.2.1 The following sections list and describe the changes made to the Wwise SDK between version 2007.1.1 and version 2007.2.1. Changes between 2007.2 and 2007.2.1 are shown in italic. API 개선 사항 The callback API has been revamped, adding support for End Of Dynamic Sequence Item notification. Callback details are now passed as a structure deriving from ...
Do you think it's better to use the plugin-generated-RTPC to drive priority (like you said), or to drive a switch group that contains switch tracks of each instrument?,Follow up question - how can I create the proper dll and xml files for my plugin on a mac? Heavy seems to only create .dylib, .bundle, .a, .h files for me when I follow the wwise compiling instructions.,Hey Dan. You're right, using ...
Our game is a mix of sandbox and enclosed experiences. As such, we use state mixing to make shared sounds usable across a variety of content since characters cross over between the multiple types of areas. Being able to change volumes and high/low-pass filters based on states has been an invaluable addition! However, the inability to change fall off, range, and priority are huge hindrances to offering ...
I'm trying to set up an HDR mix for my project but am confused about how Bus Volume effects HDR priority. Suppose I had a sound with a voice volume of 0, that is routed through a bus set at -3 Bus Volume (Bus A). Bus A is a child to a parent HDR Bus, which has a Bus Volume of 0. When I play the sound, how does the Bus Volume of Bus A effect the HDR priority of the sound? Does it now have a voice volume ...
Hello, you can go to advanced settings in property editor, set "Limit sound instances" to "1", "When limit is reached" to "Kill voice" and "When priority is equal"  to "Discard newest instance". Maybe there is another way, but that's how I do it.https://www.audiokinetic.com/library/edge/?source=Help&id=limiting_object_playback_instances,Radek's solution will work, but if your loops overlap ...
I set the values to AkDeviceSettings.uGranularity to 32, AkDeviceSettings.uIOMemorySize to 254 and AkDeviceSettings.threadProperties.nPriority to AK_THREAD_PRIORITY_ABOVE_NORMAL. After these changes sound effects are playing not the background music. Is there any additional setting that I need to try or set?
Wwise authoring工具中可用的方法: 部分语音的playback limit可采取特定设置——如果一个内容没有播放完,则新voice产生就销毁新voice,直到旧有voice播放完毕,则可再次播放该voice 实现方法是是针对需要设置的语音,在Wwise创作工具中设置其Advanced Settings,启用Limity sound instances to:,可设置为1 Globally(也可选择1 Per Game Object,依据您的实现方式而定),然后When Priority is equal:选项选Discard newest instance 利用PostEvent API及事件回调方法: 可以PostEvent之后设代表播放状态的bool为真,当该bool为真时不再调用此类事件,利用事件的endofevent回调来设置代表播放状态的bool为否
Audiokinetic with our game audio technology, we can concentrate fully on the games themselves, and the unique, unmatched experience that we want to deliver to gamers,” said Michael Metz, Audio/Video Director for High Voltage Software. “It has always been a priority for us to be creative and to understand our users’ need to better fulfill them – be it about technology or business,” commented ...
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This educational video contains supportive content to lesson 7 from the Wwise-101 Certification course. To follow along and access complete course content, please visit: https://www.audiokinetic.com/courses/wwise101/ Topics: 00:31 Setting Global Voice Thresholds 02:46 Defining Object Playback Limits 04:28 Using Playback Priority 06:34 Understanding Virtual Voices
Team Intro 00:29:07 Presentation Start 00:32:48 (Video) Hyper Light Breaker Trailer 00:34:23 Audio Vision 00:48:28 Audio Priority System 00:54:45 (Video) Overgrowth Music Overview 00:59:21 Music System Overview 01:19:09 Dynamic World Music 01:20:58 Music Packages 01:28:50 Immersive Systemic Ambience 01:36:46 (Video) Multi-Positioned Ambience 01:41:08 Multi-Positioned Audio 01:59:16 (Video) The Machine ...
Depending on which type of a zone the AkSpatialAudioVolume represents, a priority number is assigned, with more general zones having lower priority numbers than the more specific ones. Picture 6: An example of a level divided into General zones Levels of priority based on the zone type: Zones (General) - Priority level: 1 (or higher) Zones (Specific) - Priority level: 2 (or higher) Rooms - Priority ...