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
Defining the properties of a bus
Wwise 도움말
ShareSets to Wwise objectsControlling property values using Game ParametersAssigning States to objects and bussesManaging priorityDefining the relative properties of a busRelative properties can be defined for each bus within your hierarchy. Relative properties are cumulative, which means that the property values for a bus are added to the child objects below it. There are relative properties that ...
Using side-chaining
Wwise 도움말
Output Bus is reduced in response to the increased volume of the metered sound. A common approach is to set a priority system first among objects of the same categories and then between the categories. For example, following this rule, a game can decide that the playing character’s (PC) weapon sounds are more important than the non-playing character’s (NPC) weapon sounds.
Containers, you introduce a situation where you are incapable of specifying an order of importance for all transitions, because they are defined in multiple distinct sets, each with a catch-all rule, and no relationship of priority exists between parent-child music switch transition rules. Consequently, if there are competing transition rules, it may be difficult to track the active music transition.
Working with amplitude envelopes
Wwise 도움말
The rationale for this comes from the following paradox: HDR acts as a priority system based on loudness, but the softer parts of a loud sound should not be given as much importance. For example, the decaying tail of a grenade sound has very low importance compared to the transient, and thus should not cover up the impact of a shotgun, even though the former is technically louder, on an absolute scale.
MIDI playback of music objects in your Interactive Music Hierarchy. Advanced category: music objects to define the advanced playback priority of music objects in your Interactive Music Hierarchy. NoteThe Transitions tab is only available for Music Switch and Music Playlist Containers. The Stingers tab is available for all music objects except for music tracks. Also see Common tabs ...
Actor-Mixer or Interactive Music Hierarchy. Advanced category: Actor-Mixer Hierarchy objects to define the advanced playback priority of the objects within the Actor-Mixer Hierarchy.
Voice starvation.
Wwise 도움말
CPU intensive than the rest, in many quality settings).Connect a code profiler to your game and check if there are other threads with equal or higher priority that may be pre-empting the audio thread.Make sure your sound engine thread priorities are higher than the normal game threads.
Performance Monitor Settings
Wwise 도움말
Depending on the platform, and the priority of other threads running on the same CPU core, this number can get a lot higher than actual CPU usage of the sound engine. Still, you can trust it as a '% of audio capacity', meaning that if it gets close to 100% the audio will most likely starve. Hardware Audio Decoder Usage: The percentage of the Hardware Audio Decode resources that is being ...
Glossary
Wwise 도움말
BuilderAn application used to create the virtual environment of your game.Wwise-specific terminologyAbsolute Property Properties, such as positioning and playback priority, that are usually defined at the top-level parent object and automatically passed down to each of the parent's child objects. You can override the top-level parent properties by defining these properties at a different level ...
Release Notes - Wwise Unity Integration 2019.2.0.7216.1681
Wwise Unity 통합
Rooms are now automatically the highest priority, active and enabled room that overlaps the front and back positions of an AkRoomPortal. As a result of this, the SpatialAudioTutorial Unity scene's AkRoomPortal Component Baker was removed.
AkEarlyReflections from the Inspector
Wwise Unity 통합
The early reflection auxiliary bus parameter specified on individual sounds takes priority over the value passed here. Reflections Volume Set an early reflections send volume for the current game object. It will be used to control the volume of the early reflections send. The component will call AK:SpatialAudio::SetEarlyReflectionsVolume() with the entered volume value. The value is combined with ...
Using AkRoomAwareObject from the Inspector
Wwise Unity 통합
GameObject's collider overlaps with the AkRoom component's collider, the GameObject is set in the room (if the room has a higher priority than the current room the GameObject is in). Scale the GameObject's collider accordingly. We recommend scaling it to 0. See also Spatial Audio in Unity Rooms and Portals Tutorial
Rooms and Portals Tutorial
Wwise Unity 통합
Make sure that the Room has a lower priority than the other AkRoom components of your scene. E. Portals and Reverb Sound emitted through Portals can also use the reverb from the Room the listener is in. We call this Room Coupling. Open the a room's Auxiliary Bus Property Editor and make sure Use game-defined auxiliary sends is checked in the General Settings tab. This sends the room's reverb to other ...
WwiseFileHandler Module
Wwise Unreal 통합
They don’t have the same Unreal thread-local data, the stack size is different, and the priority might be different. Because of this, many Unreal operations will fail, such as Stats gathering. Filename-Based Location Resolver Most Open operations in the Location Resolver are performed based on a Short ID stored in the various maps. Opening files based on a file pathname is not supported by the Integration.
Release Notes 2021.1.2.7629.2025
Wwise Unreal 통합
Community-Reported Bugs Performance Changes WG-54411 Improved Editor load times. Miscellaneous Changes WG-53918 Changed the priority of the AkEvent property in AkRoomComponent such that it appears closer to the other properties in the Details panel. WG-54267 Increased the Unreal Demo Game Monitor Queue Pool Size. Bug Fixes WG-54115 Fixed: Crash when Spatial Audio components are added to Blueprint ...
Unity integration: Is there any reason not to use WWise and Unity's audio system simultaneously?
Q&A
As for optimizations, the game is not yet in beta, but audio hasn't been much of a priority because it consumes a relatively small amount of resources compared to physics, scripts and rendering (under 3% of CPU in a stress test scene). Are we likely to see a big performance hit from WWise if we're only using it for music?
Advanced Optimization and Development for Mobile Devices
Wwise Performance Optimization
Now that you’ve completed the certification, you can use the knowledge from it and apply it to your own game productions. If you’re not familiar with game design or programming, you’re more than welcome to take the WAG project and make your own version of it. Every small piece of code, every graphical mesh of objects, every audio source is there for you to use, and we highly recommend you to continue ...
Parameter reference
Meta XR 오디오 플러그인
This section lists and describes various parameters.Global parametersThe parameters for the sink plug-in are global simulation parameters and affect all audio streams routed to the plug-in.PropertyDescriptionSpatialized Voice LimitWhen using Wwise Authoring, use this parameter to limit the maximum number of objects the endpoint sink can support if you want to experiment with ...
The Monitor Queue, used by the Wwise Profiler, is full and could not contain one message. The only side effect of this error is a missing message in the Wwise Profiler.Probable causes:When using API profiling, this can occur if there is a burst of API calls in a very short period.The monitoring thread could not be run in time due to thread priorities on the same CPU core.Recommended resolution steps:Increase ...
Upgrading Projects to Wwise 2022.1
Wwise Unreal 통합
Wwise Unreal Integration Documentation Upgrading Projects to Wwise 2022.1 About Wwise 2022.1 Unreal Integration This version is a major milestone in the Unreal Integration for Wwise. Much like Unreal Engine 5 bringing the engine to a new realm, Audiokinetic’s Wwise Integration for Unreal pushes the boundaries of what is possible with both tools working together. The changes span more ...