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기타 문서

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  • 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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Hello everyone! I am doing some testing on the Unity 3D Game Kit project from Unity Market Place using Unity 2020.2.1f1 (along with Wwise 2019.8.7432) and for some reason i CAN'T make a basic Ak Event "Trigger on: Start" works. Been doing it in several projects for the last 2 years but doesnt seem to work on this version! As always i checked the Rigidbody on my Player Game Object (Ellen), created ...
This priority introspection led to multiple important realizations on our current code base. Stability: External Sources and Event-Based Packaging We started the process of improving our integrations by disabling complex workflows that are not always important to every developer. Many of these caused major stability issues and some also could conflict with other equally important developer workflows.
We also utilized all the Wwise built-in optimization systems such as HDR, playback limiting, virtual voice behavior and playback priority, but in a combination with our own optimization systems. JOAKIM: With any given game, the basic act of playing numerous sounds simultaneously will almost always be the biggest consumer of the CPU - a split screen game like It Takes Two is certainly no exception.
With hundreds of available methods, creating a pipeline to allow for the simplest use cases is a high priority. Backward Compatibility It’s clear with all the changes happening to plug-ins that a lot of work on plug-in vendors is expected. Our goal is always for this process to be as seamless as possible. This is why Legacy plug-ins still exist: while it’s not optimal, and the plug-in won’t be cross-platform ...
Our main problem was finding a way to synchronize the audio and visuals correctly.Usually, all the sound effects are baked into one large audio track, which is given higher priority than the visuals — it’s fine if a few graphics frames are skipped, but you never want to hear the audio get out of sync with what you see, since this totally breaks immersion.We used this method only for the Interchapters ...
You want to set 'limit sound instnaces to: 1' and then 'when priority is equal: discard newest'. This will stop any new sounds playing if the old ones are still not finished playing. Tom,This sounds like a job for instance limiting. https://www.audiokinetic.com/library/edge/?source=Help&id=limiting_object_playback_instances If you limit instances of the rumble sound to one and kill the oldest ...
Attenuation objects, switch 2D/3D, add RTPC, modify 2D panner settings, etc.), bus routing, and advanced settings (all Playback Limit and Priority properties) are now all applicable while connected to the game.   Platform inclusion now uses a link/unlink mechanism Objects' platform inclusion (the check boxes you find beside each object in the Project Explorer Actor-Mixer and Interactive Music hierarchies) ...
This has put an even greater importance on addressing audio priority and to create systems, rather than implementing sounds directly onto objects.  In this transition, the audio programmer is a sound-designer’s most important creative ally. Together, they can design the systems which are needed to create a dynamic and pleasing interactive mix. Wwise has allowed our designers and programmers to move ...
Using the priority and distance systems, I could really fill these huge scenes with detailed locational audio while only using a few physical voices and sending the rest virtual. SoundBanks are easy to manage making memory optimization a breeze. The most important part of all this, is that it worked the first time and took me barely any time to implement with little to no programmer support. (I like ...
Wwise helps studios of every size focus on developing sophisticated audio without impacting performance. Performance is always a top priority when it comes to any game production. After all, an advanced development tool is great, but, if it has a huge impact on the engine’s memory footprint or on CPU usage, it may not be worth it. With Wwise, Audiokinetic has worked tirelessly to ensure that developing ...
Because I was given a tight schedule to finish the project, my top priority was batch processing (my first wave of operation), with several goals in mind: 1. Balancing the asset volumes, depths, and frequency responses to make them sound like they were coming from the same batch and abiding by the same standards. 2. Polishing the sound quality, especially of dialogues. The initial assets sounded way ...
Needless to say, I also set the priority of sound effects lower than music for most levels.    {{cta('5f9547fe-4095-4e04-a925-4013fa3a27c3')}}  
I was able to work independently in Unity, I didn’t have to wait for programmers to complete audio tasks that may sit lower in priority than primary gameplay dependant coding tasks. The programmers, in turn, didn’t have to worry about squeezing in too many audio needs, and the end result was a complex and finely honed audio system integrated seamlessly alongside gameplay. Obviously, Wwise already ...
It's a good idea to over book a bit and rank events by priority. This makes it easier to decide which alternate session to go to if your first choice is full or not as interesting as you thought. While at the conference you might hear that there's a “must see” session that will bump your other plans which is fine. Most of the audio talks are pretty close to each other but if you're moving between ...
Nick: Since the experience allows for up to four players in the same world at once, we were able to give the local player priority over other players. This meant that in your “version” of the world, you’d hear your phasers firing over all the other players since we wanted you to feel the impact of your shots over other players. In a sense everyone had a mix tailored to their experience and actions.
However, in rainy or snowy weather, the weather system has higher priority, and it overpowers the music. Switching between the Training and Construction layers with two State Groups while controlling the day-night cycle with an RTPC. The game play of the GOT mobile game is no different from other SLG games. However, I wanted to do my best with the interactions and variations to avoid players getting ...
As our game focused on top-notch cut-scenes, keeping the audio in sync with game visuals was the top priority. However, unexpected crashes and temporal deviations would occur due to factors such as multi-thread asynchronous loading, back-end processing pressure, or diverse console performance. Once those issues occur, the player’s gameplay experience will be impaired dramatically. In most cases, we ...
The general mechanism of the combat voice system is to divide all those combat VO into roughly 100 categories to control and prioritize the VO in relation with every game priority and every combat situation.  This voice system really makes an immersive combat gameplay experience possible without compromising the tempo of the gameplay by carefully controlling vast amounts of combat VO assets and handpicking ...
That means with our audio-professionals test group no significant difference has been detected and we are extremely happy with our results.  Church1_GalleryTop_ORIGINAL.mp3    Church1_GalleryTop_IR.mp3 Locations: Our main goal was to capture spaces that allow creative immersive sound design with a high priority to video games and postproduction. Although some spaces also turned out to be very suitable ...
Maybe you need to create a light-weight version of a complex granular synthesis design, to perf-optimize for where processing overhead has priority over fidelity or sound reproduction quality... Say, when going cross-platform from consoles to mobile. Or maybe you want to add some texturing over a very specific range (or combination) of parameter data, where running an instance of a granular synthesis ...