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
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New Features Overview 2015.1
Wwise SDK
Wwise SDK 2024.1.8 New Features Overview 2015.1 Integration with Steinberg Nuendo 7 It is now possible to configure a link between Wwise and Steinberg's Nuendo 7. The Nuendo connection enables the direct sending of files and audio mixdowns to Wwise, as well as highlighting of exported regions in the Nuendo source project. Support for Sony Project Morpheus 3D Audio The PS4 libAudio3d feature ...
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 ...
Complete Changelist
Wwise SDK
MIDI Music Switch Tracks Wwise Synth One LFO and Envelope Modulators High-Pass Filter New Channel Configurations Mixer Plug-in Framework Control Surface Support Import Wav Files With Tab-Delimited Content Built-in Game Parameters Suspend/Background Mode Available on All Platforms Wwise Authoring on Mac Game Parameter Interpolation New Attenuation Property: Focus Enhanced Voice/Bus Volume Callback ...
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 ...
iOS/tvOS/visionOS 관련 정보
Wwise SDK - iOS
Audio를 사용할지 여부를 선택하고 이 설정에 따라 두 Audio Device 공유 세트(ShareSet) 간에 전환할 수 있도록 허용하는 것이 좋습니다. 초기화 시 3D 오디오가 활성화되면 Audio Device의 Main Mix Configuration for Binauralization (바이노럴화를 위한 메인 믹스 구성) 속성이 달리 지정하지 않는 한 메인 믹스가 5차 Ambisonic으로 구성됩니다. Audio Device의 Allow System Audio Objects (시스템 오디오 객체 허용) 속성이 활성화된 경우 싱크에서 지원하는 시스템 오디오 오브젝트 수는 AkPlatformInitSettings::uNumSpatialAudioPointSources 에 의해 결정됩니다. 주의: Beginning ...
SetPanningRule
Wwise SDK
GetPanningRule() queries the current panning rule directly. 참고: The specified panning rule will only impact the sound if the processing format is downmixing to Stereo in the mixing process. It will not impact the output if the audio stays in 5.1 until the end, for example. 매개변수 in_ePanningRulePanning rule. in_idOutputOutput ID to set the bus on. As returned from AddOutput or GetOutputID. You ...
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 ...
RegisterBusMeteringCallback
Wwise SDK
NULL ) Registers a callback to be called to allow the game to access metering data from any mixing bus. You may use this to monitor loudness at any point of the mixing hierarchy by accessing the peak, RMS, True Peak and K-weighted power (according to loudness standard ITU BS.1770). See 스피커 매트릭스 콜백을 이용한 고급 믹스 커스텀화 for an example. The callback must be registered once ...
BatchOpen
Wwise SDK
It is possible to mix synchronous and asynchronous file opens, as long as all pCallbacks are eventually called. When implementing this function, make sure to process all items even if one fails to be dispatched or to open. Pointers in in_ppItems will stay valid until pCallback is called to signal the operation result. 매개변수 in_uNumFilesNumber of transfers to process in_ppItemsList of files to ...
IAkEffectPluginContext
Wwise SDK
Wwise SDK 2024.1.8 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: ...
You may use the returned volume matrix with IAkPluginServiceMixer::MixNinNChannels. Supported ambisonic configurations are full-sphere 1st to 5th order. 반환값 AK_InvalidParameter if in_cfgAmbisonics is not an ambisonic configuration. AK_InvalidParameter if in_cfgAmbisonics does not have enough channel for a valid ambisonic configuration of the specified order. AK_InvalidParameter if in_samples contains ...
ComputePlanarVBAPGains
Wwise SDK
Wwise SDK/클래스/AK/IAk erPluginContext
Wwise SDK 2024.1.8 AKIAkMixerPluginContext ◆ ComputePlanarVBAPGains() virtual AKRESULT AK::IAkMixerPluginContext::ComputePlanarVBAPGains ( AkReal32 in_fAngle, AkChannelConfig in_outputConfig, AkReal32 in_fCenterPerc, AK::SpeakerVolumes::VectorPtr out_vVolumes ...
Compute3DPositioning
Wwise SDK
Wwise SDK/클래스/AK/IAk erPluginContext
Wwise SDK 2024.1.8 AKIAkMixerPluginContext ◆ Compute3DPositioning() [1/2] virtual AKRESULT AK::IAkMixerPluginContext::Compute3DPositioning ( AkReal32 in_fAngle, AkReal32 in_fElevation, AkReal32 in_fSpread, AkReal32 in_fFocus, ...
Compute3DPositioning
Wwise SDK
Wwise SDK/클래스/AK/IAk erPluginContext
Wwise SDK 2024.1.8 AKIAkMixerPluginContext ◆ Compute3DPositioning() [2/2] virtual AKRESULT AK::IAkMixerPluginContext::Compute3DPositioning ( const AkWorldTransform & in_emitter, const AkWorldTransform & in_listener, AkReal32 in_fCenterPerc, AkReal32 ...
ComputePositioning
Wwise SDK
Wwise SDK/클래스/AK/IAk erPluginContext
Wwise SDK 2024.1.8 AKIAkMixerPluginContext ◆ ComputePositioning() virtual AKRESULT AK::IAkMixerPluginContext::ComputePositioning ( const AkPositioningData & in_posData, AkChannelConfig in_inputConfig, AkChannelConfig in_outputConfig, AK::SpeakerVolumes::MatrixPtr ...
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.