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
With the Wwise-101 and Wwise-201 certifications, you learnt how to build fantastic interactive audio and music content. You hooked up every property you could think of to RTPCs and States, you created sophisticated effects, you set mixing rules to ensure focus and clarity, and you added all sorts of variations to eliminate repetitions. Perhaps, you approached the development of your first game with ...
Introduction In this document, I will try to explain the different principles that we applied while profiling and optimizing the audio side of our game, Scars Above. This is intended to help fellow sound designers by giving them insight into processes we went through and offering advice on how to approach and plan for audio optimization.Even though this is not entirely aimed at senior-level colleagues ...
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 ...
Configuring the Transition Segment
Wwise Interactive Music
To eliminate any conflict, transitions at the bottom of the list take priority over those that are higher in the list. Because the Any to Story transition is lower in the list, it takes priority and the result is that the cymbal swell transition segment would be used instead of the custom Explore to Story music you configured on the tenth line. To rearrange the priority ...
New Features Overview 2023.1
Wwise SDK
Now, you can assign a priority number to each Room, and the priority system determines the correct Room to assign. If an object is inside several Rooms at the same time (for example, when a Room is inside another Room), the assigned Room is always the one with the highest priority or the innermost Room (according to the result of the ray casting) if priorities are the same. Furthermore, the API now ...
Prioritizing Audio Content
Wwise Performance Optimization
An Evil Head hovers with incredible speed towards the Adventurer, and she turns to yield a deathly swipe with her sword. She starts swinging but is suddenly interrupted by a Spit Bullet hitting her from behind. Numerous sounds were playing at the same time, unfortunately, the Spit Bullet had lower priority than the remaining voices and was therefore not played. The Adventurer is ...
Tips to Reduce Memory Usage
Wwise SDK
For example, do you really need to hear 50 bullet ricochets? If not, maybe limit those sounds to say 15. Note: You can set limits on busses as well. Priority (Advanced Settings). For example, bullets could be less important than dialog. This means that bullets would get kicked first if there are too many sounds. Use in conjunction with Playback Limits. Distance-based priority offset (Advanced Settings).
Optimizing CPU usage
Wwise SDK
This allows the execution of other, possibly higher-priority game engine work on this thread. Note: Care must be taken when delaying the execution of the worker function or limiting the execution time of Sound Engine work, as this can lead to voice starvation. When integrating Sound Engine jobs into an existing job scheduler, it is recommended to treat audio rendering jobs as high-priority work. ...
Working with Audio Session using the Wwise SDK
Wwise SDK - iOS
When receiving a phone call while your app is playing/recording audio and no app switching occurs while the call is active: At the moment the phone rings, your app audio session is deactivated by the system (Phone always has a higher session priority than other tasks) and the phone app is brought to the foreground. The Wwise SDK will receive a 'begin' interruption notification from iOS and suspend ...
This section includes conceptual and procedural information on how to enhance the rich and immersive game environments using a variety of properties and behaviors, effects, motion, positioning settings, and playback priority.Defining object playback behaviors—working with Random, Sequence, Switch, and Blend Containers, creating a loop, streaming media, and using the Source Editor.Defining positioning—working ...
Release Notes 2024.1.0
Wwise Unreal 통합
WG-74463 Reversed the Wwise Asset Libraries ordering and priority. The first element in the list now has the highest priority and the last element has the lowest priority. Performance Changes WG-71239 Disabled redundant Wwise SoundEngine BankMgr thread. Miscellaneous Changes WG-71143 The GenerateSoundBanks Commandlet is deprecated. Use WwiseConsole.exe instead. WG-72466 Added preliminary support ...
The Wwise Sound Engine
Wwise 핵심 개념
Handles fades and cross fades out-of-the-box that are created and fine-tuned in the authoring application by the sound designer.Manages the priority of sound and motion objects using playback limits, specific priority settings, and virtual voices all set by the sound designer in the authoring application.Supports an unlimited number of environments out-of-the-box through a simple API. ...
Downloadable content overview
Wwise 도움말
In loading different versions of the same object, Wwise gives priority to the most recent one.ExampleSoundBankA was included in the main release and packaged into Package #1.The content of SoundBankA is modified after the main release. It is repackaged into Package #2, which is new, and becomes part of the DLC.The game, which has the DLC, loads Package #1 and then loads Package #2.When the game wants ...
Multiple active bindings can conflict with their Controller Assignments. It is not possible to load multiple bindings to the same key simultaneously.NoteBindings from a Control Surface Session are loaded from top to bottom. When a conflict occurs, the first binding takes priority and only the first conflicting binding is loaded.When a conflict is found:A yellow triangle appears beside the ...
Platform Manager
Wwise 도움말
Over this limit, voices with the lowest priority will adopt their virtual behavior. If priorities are equal, older sounds will be considered to have a higher priority. Each sound can override its own virtual behavior, which can be: Continue to playBe killedSend to virtual voice NoteThe Maximum number of voice instance may not be respected if the virtual behavior on some sounds is set to ...
Audio command queue to update the internal sound engine state, but no actual audio is rendered by that function call.Make sure the audio processing thread (named AK::EventMgrThread, but whose priority is set via AkPlatformInitSettings::threadLEngine) has a high enough CPU priority to process. If this was the problem, the game would also experience a lot of "Voice Starvation" errors too.Connect a debugger ...
Platform Voice Instance Limits and Volume Thresholds
Wwise Performance Optimization
When there are more voices than allowed, the voices with the lowest priority will become virtual, unless they’re set to continue anyway. Once the Volume Threshold and Max Voice Instance Limit is defined in the Project Settings, you’ll mainly work with Virtual Voice Behaviors on the individual audio structures. Based on the Certification Runtime Performance guidelines (Lesson 0) ...
Voice Limits
Wwise Performance Optimization
Each audio structure in Wwise can have its own playback limit. When the limit is reached, the priority settings decide which sounds to keep physical and which to send to virtual voice. Playback limits are exceptionally useful, when a certain feature has the possibility to trigger an unpredictable amount of voices and you want to make sure you won’t overstress the game performance. ...
Continue to Play
Wwise Performance Optimization
The Torch is at a lower priority than the Evil Spit Plant Shot sound, and so the Torch is sent to virtual (due to the Max Voice Instance limit of 2, already occupied by the Evil Spit Plants). The Wwizards voice is set to Continue to Play and so this voice continues unaffected by the limit.
Blending Waterfall
Wwise Performance Optimization
Playback Limit (y) to 1. As such, your Playback Limit will gradually reduce to 1, and you can use the priority settings to define which of the four voices is the most important in the Waterfall_Close Blend Container. These priorities have already been set, but you’re welcome to reassign values to your liking.