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
I try to open the program from the Wwise launcher, but it just starts up and then immediately crashes. Does anyone know whats going on? Hi @Carter W., Wwise Authoring is currently not compatible with macOS Catalina. We are very sorry for the inconvenience. We did make it a priority to fix this and have already achieved great progress but cannot yet commit to an ETA. Keep an eye on our release notes ...
Audio like diffraction where each image source becomes an audio object.  That said, with Wwise 2021.1.8 and PS4/PS5, priority is also sent as metadata to help determine what should be played as audio objects and what's sent to the main mix.  More info in Audio Devices
I think I solved the issue with VVB kill voice and offset priority -5 David Eisler Arrowhead Game Studios You should set the volume threthold in project setting.e,g -50dB. then set the ambient sound into virtual voice,in the advanced setting tab. When the sound volume is lower than -50dB, the voice will be put into virtual voice,when the volume is higher than -50dB,the sound will be put back from ...
FAkAudioDevice::RemovePrioritizedComponentFromList(COMPONENT_TYPE* in_ComponentToRemove, TMap<UWorld*, COMPONENT_TYPE*>& HighestPriorityComponentMap) The fix is pretty simple. Add this to FAkAudioDevice::Init// OnWorldCleanupDelegateHandle is a new member variable I declared in FAkAudioDeviceOnWorldCleanupDelegateHandle = FWorldDelegates::OnWorldCleanup.AddLambda( [&](UWorld* ...
We're using Unreal Engine, and we're using the Rooms and Portals feature. Each room has ambient sound running in it, and we've got an "AmbianceManager" that makes sure only a small number of ambiances can play at once, it won't allow two of the same ambiance, and priority is given to ambiances which are least occluded, closest, etc..This works fine when traveling room to room with different ambiances ...
Hi everyone, I'm looking at adding into a current project some audio spatial stuff. I've found some tutorials on how to add it in on a very basic level, but we're running into a few issues and there seems to be little if any documentation or knowledge about this in relation to Wwise being integrated with Unreal 4. Currently I've added in spatial volumes for 2 buildings. -both buildings have multiple ...
通过调用 AkThreadProperties的nPriority 的set方法(CSharp_AkThreadProperties_nPriority_set)不生效是啥原因请问,之后get得到的线程优先级没有改变
Then simply silencing (or delay triggering) the content you wish not to play allowing priority content only to be heard. If you plan to have lots & lots of content controlled via the b
Hello, Wondering if there are plans to be able to have multiple nesting levels for akreverb volumes? We have a project with an extremely large outdoor map where we would like to be able to nest multiple volumes for ease of placement. These volumes could be nested via priority and act in the same manner as a nested akreverb volume inside a akspacial volume currently function.
Picture Reference Other than that, the way I've set up AkRoom, some of them does overlapping each other, but I've assigned the Priority correctly and AkRoomPortal was able to detect the corresponding AkRoom. And similar issue does also happen at other places, like when the Sound and Listener is in other room (both in the same place), but would also route in other AkRoom Aux Bus. However, MainHallway ...
I'm trying to create a dynamic audio system that basically ducts sounds based on their priority and the amount of sounds occurring at a given time. One way I thought of doing this was by having different states based on the number of sounds playing and having the buses ducked when certain states are met. Is there a way that I can have a state change when a certain threshold of sounds is met? Thanks ...
CompleteCallback, unsigned char * InUserSuppliedMemory, __int64 InOffset, __int64 InBytesToRead, __int64 InFileSize, void * InHandle, EAsyncIOPriorityAndFlags InPriorityAndFlags) Line 107    C++      Game.exe!FMicrosoftAsyncReadFileHandle::ReadRequest(__int64 Offset, __int64 BytesToRead, EAsyncIOPriorityAndFlags PriorityAndFlags, TFunction<void __cdecl(bool,IAsyncReadRequest ...
Wwise.app at the moment, so as mentioned there is no workaround at the moment.,Any idea how long the fix might take?,I've made it my highest priority. I am currently targeting a hotfix patch next week.,Sounds great, thanks a lot!,I have been having this EXACT issue. To a T. I'm also a sound design student so this issue has been interfering with my courses. Please keep us updated on a fix!,I am facing ...
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., Audio Thread CPU is based on a counter that starts when the audio thread wakes up for audio processing, and ...
I didn't realise that the 301 covers the integration so that would be a priority for me I think. Thanks it's really helpful to know a way of finding teachers. Google searches weren't bringing up much. I feel like I'm at a point where I need to be able to speak to someone directly and ask questions directly in order to progress before I consider taking a course again. All the best, Mikey
We make sure the 'Enabled' checkbox is checked, the AuxBusName is 'Reverb', Send Level is 1, Fade Rate is 0.5, and Priority is 10000. There are no other overlapping volumes in that space. When we regenerate the soundbanks and preview the level, we are able to hear the looping ambient sound but the AkReverbVolume does not affect it even though the sound is clearly within the bounds of the reverb volume.
Hi everyone, Actually working on a UE5.4 project with Wwise 2023.1.3 I noticed a misbehavior in Room priorities. Two rooms simply overlapping (no reverbzone associations). In editor, portal linking them shows good connections bewteen the two overlapping volumes (while portal being placed in the overlapping zone), but in game, the room tone from the low priority room A kicks in abruptly when entering ...
CPU is often near 100%) or because the audio rendering thread was not scheduled for a sufficient time slice due to other higher priority threads. Understanding the difference between the 2 when one of them is flagged in the profiler will give you a better understanding of the situation
The reverb volume is a Box shape, with Send Level 1.0, Fade Rate 0.5, Priority 0.95. I am using Wwise v2013.2.9 build 4872. What do I need to do to enable reverb for this ambient sound? Thanks for reporting this. There was a problem with the initialization order (AmbientSound was being initialized before ReverbVolume), and this prevented the whole thing to work properly. The fix has been pushed to ...
I have the priority of a sound set to 100, but if the CPU is already at it's limit due to other sounds it occasionally will not play. The priority seems to help when picking which sound to play, but is there any way to have the engine kill lower priority sounds when a higher priority sound is triggered and the engine is at it's limit? I really need this 100pri sound to play, no matter what.