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
릴리즈 노트 2016.2.1
Wwise SDK
WG-31349 Fixed: Possible SoundBank integrity issue when downmix of originals is required. WG-31532 Fixed: Blend track resets all of the boxes on project load. WG-31537 Fixed: (Xbox One) XMA assert caused from an unknown XMA voice state when recycling old voices. WG-31617 Fixed: Rare crash in AK::DSP::ApplyGainRamp. WG-31630 Fixed: (Windows) Crash when creating a project in Windows 7. WG-31658 Fixed: ...
New Features Overview 2016.2
Wwise SDK
Wwise SDK 2024.1.7 New Features Overview 2016.2 New Multi Editor View The new Multi Editor view can now be docked in the UI and used in real time. It reacts to the selection of single or multiple objects, which allows for quick setting modifications. The user interface has also been streamlined to show Randomizer, Link/Unlink, and RTPC icons in mixed states. Play Source in Authoring Play ...
What's New in 2014.1.3
Wwise SDK
Mute/Unmute busses tagged as "Background Music". 버그 수정 WG-26349 Fixed: SoundBanksInfo max radius is not infinite with containers with mixed 2D and 3D sources. WG-26408 Fixed: AddSecondaryOutput assert on PS4 with AkOutput_Personal. WG-26412 Fixed: High-pass filter spikes when the global sampling rate is not 48kHz, and the HPF value is over 90. WG-26415 Fixed: Modulators that are applied to other ...
What's New in 2013.1.2
Wwise SDK
The displayed level is the same for all channels WG-23135 Fixed: (PS3) Mix busses may be destroyed too early on the PS3, resulting in suboptimal resource allocation WG-23121 Fixed: (iOS) Sound engine will switch to silent mode if iOS audio driver dies. WG-23255 Fixed: (iOS) Crash when locking screen during initialization WG-23247 Fixed: (Android) When app is in background, it is still taking audio ...
New Features
Wwise SDK
Additionally, the game-defined send volume can be controlled directly in the general settings tab of any object in the actor-mixer or music hierarchy. User-Defined Auxiliary Sends Up to 4 auxiliary sends can be set to every objects in the actor-mixer or interactive music hierarchy. Auxiliary sends allow to send a portion of the audio signal to an auxiliary bus for parallel processing. User-defined ...
Complete Changelist
Wwise SDK
Media (media index > 0 are now supported). Behavior and Performance Changes Wii U basic software pipeline is now optimized (decoders, resampler, mix). About 3x to 4x performance improvement, comparable to XBox performances (sometimes better!). WG-20421 Fixed: Wwise was possibly taking very long time to close a Wwise project if the project contained a lot of audio input sources. 기타 수정 사항 WG-20449 ...
New Features
Wwise SDK
Now possible to optionally add a global playback limit at the actor-mixer limiter level, instead of the per game object limit. A Project playback limit was added as a Project setting (can also be modified at runtime using the SDK function AK::SoundEngine::SetMaxNumVoicesLimit()) Virtual voices are not part of the count for the sound instance limit anymore, solving the known issue where audible sounds ...
Complete Changelist
Wwise SDK
WG-18930 Fixed: Total voice count in Performance Monitor also counts mixing busses. WG-19019 Fixed: xWMA prefetch size (Zero-Latency mode) not computed correctly. WG-18623 Fixed: Rare out of memory condition not handled properly in SoundSeed Impact plug-in. WG-18847 Fixed: Rare crash with volume fades while ducking and mixing. WG-18860 Fixed: (Mac Debug only) Race condition when terminating sound ...
GetOutputDeviceConfiguration
Wwise SDK
If the configuration of the output device is object-based (io_channelConfig.eConfigType == AK_ChannelConfigType_Objects), io_capabilities can be inspected to determine the channel configuration of the main mix (Ak3DAudioSinkCapabilities::channelConfig), whether or not the output device uses a passthrough mix (Ak3DAudioSinkCapabilities::bPassthrough) and the maximum number of objects that can play ...
SetListenerSpatialization
Wwise SDK
Remarks If a sound is mixed into a bus that has a different speaker configuration than in_channelConfig, standard up/downmix rules apply. Sounds with 3D Spatialization set to None will not be affected by these parameters. 반환값 AK_Success if message was successfully posted to sound engine queue AK_InvalidFloatValue if the value specified was NaN or Inf AK_InsufficientMemory if there wasn't enough memory ...
RegisterBusVolumeCallback
Wwise SDK
Call with in_pfnCallback = NULL to unregister. 참고: The bus in_busID needs to be a mixing bus. 참고: The callback function will not be called for the Master Audio Bus, since the output of this bus is not a bus, but is instead an Audio Device. 참고 스피커 매트릭스 콜백을 이용한 고급 믹스 커스텀화 통합 상세 내용 - 환경과 Game-defined Auxiliary Send AkSpeakerVolumeMatrixCallbackInfo AK::IAkMixerInputContext AK::IAkMixerPluginContext ...
Init
Wwise SDK
Ak_ChannelConfigType_Objects), the plug-in should verify Ak3DAudioSinkCapabilities to determine which inputs it can expect in Execute (main mix, passthrough, objects). in_3dCapabilities3D capabilities of the output device sink plug-in. If io_rFormat is not object-based, this can be ignored and only the main mix will be submitted to Execute().
IAkEffectPluginContext
Wwise SDK
Wwise SDK 2024.1.7 AKIAkEffectPluginContext 모든 멤버 목록 | Public 멤버 함수 | Protected 멤버 함수 AK::IAkEffectPluginContext 클래스 참조abstract #include <IAkPlugin.h> AK::IAkEffectPluginContext에 대한 상속 다이어그램 : Public 멤버 함수 virtual bool IsSendModeEffect () const =0 virtual IAkVoicePluginInfo * GetVoiceInfo ()=0 virtual IAkMixerPluginContext * GetMixerCtx ()=0 For object processors: ...
ComputeSpeakerVolumesPanner
Wwise SDK
Wwise SDK/클래스/AK/IAk erPluginContext
Wwise SDK 2024.1.7 AKIAkMixerPluginContext ◆ ComputeSpeakerVolumesPanner() virtual AKRESULT AK::IAkMixerPluginContext::ComputeSpeakerVolumesPanner ( AkSpeakerPanningType in_ePannerType, const AkVector & in_position, AkReal32 in_fCenterPct, AkChannelConfig ...
GetBusType
Wwise SDK
Wwise SDK/클래스/AK/IAk erPluginContext
Wwise SDK 2024.1.7 AKIAkMixerPluginContext ◆ GetBusType() virtual AkUInt32 AK::IAkMixerPluginContext::GetBusType ( ) pure virtual DEPRECATED. Get the type of the bus on which the mixer plugin is instantiated. AkBusHierachyFlags is a bit field, indicating whether the bus is the master (top-level) bus or not, and whether it is in ...
IAkPluginServiceAudioObjectPriority
Wwise SDK
Playback priority of the audio object may be used by the audio endpoint when there are more audio objects than the available hardware objects to determine which audio objects should be mixed as hardware objects in priority and which can be mixed to a lower resolution 3D bed. 참고 Defining Playback Priority AkAudioObject AkPriority IAkPlugin.h 파일의 1851 번째 라인에서 정의되었습니다.
AkInputMapSlot
Wwise SDK
Wwise SDK 2024.1.7 모든 멤버 목록 | Public 멤버 함수 | Public 속성 AkInputMapSlot< KEY, USER_DATA > 구조체 템플릿 참조 Structure of an entry in the AkMixerInputMap map. 더 자세히 ... #include <AkMixerInputMap.h> Public 멤버 함수 AkInputMapSlot () User data. Here we have a buffer. Other relevant info would be the game object position and input parameters of the previous frame. 더 자세히 ... bool operator== ...
AkPositioningData
Wwise SDK
Wwise SDK 2024.1.7 모든 멤버 목록 | Public 속성 AkPositioningData 구조체 참조 Positioning data of 3D audio objects. 더 자세히 ... #include <AkCommonDefs.h> Public 속성 Ak3dData threeD 3D data used for 3D spatialization. 더 자세히 ... AkBehavioralPositioningData behavioral Positioning data inherited from sound structures and mix busses. 더 자세히 ... 상세한 설명 Positioning data of 3D audio objects. AkCommonDefs.
e
Wwise SDK
EnableDiffractionOnBoundaryEdges : AkGeometryParams enableHeightSpread : AkBehavioralPositioningData EnableMetering() : AK::IAkMixerPluginContext EnableWidget() : AK.Wwise::Plugin::V1::FrontendModel , ak_wwise_plugin_host_frontend_model_v1 End() : AK::Win32::DeviceCollection , AkArray< T, ARG_T, TAlloc, TGrowBy, TMovePolicy > , AkHashList< T_KEY, T_ITEM, T_ALLOC > , AkHashListBare< ...
r
Wwise SDK
Backend > , ak_wwise_plugin_undo_event_v1 refCount : AkDbString< TAlloc, T_CHAR >::Entry RegisterAnonymousConfig() : AK::IAkMixerPluginContext RegisterCodec() : AK::IAkGlobalPluginContext RegisterGlobalCallback() : AK::IAkGlobalPluginContext RegisterPlugin() : AK::IAkGlobalPluginContext Release() : AkDbString< TAlloc, T_CHAR > , AkWwiseErrorHandler , CAkSmartPtr< T > ReleaseBuffer() ...