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
Andy Martin
제작자 명단
Seattle video game companies, he can be found out in the woods, patiently listening for birds and insects, stalking railways for excellent train pass-bys, and putting contact microphones on weird sounding objects. Lately, he can be found way out in the wilderness of the Pacific Northwest, recording for The Northwest Soundscapes Project.
El Zorro Azul
제작자 명단
Our team works composition, sound design, audio implementation, foley, field recording, dynamic mixing, dialogue recording and audio programming. We are innovative team from Argentina that is working in the industry for years now. Dont doubt in contact us.
Joe Hudson Sound Design
제작자 명단
We provide sound design and Implementation services for video games to meet the demands of any project. contact me to say hi! JoeHudsonSoundDesign@gmail.com
Mourad Bennacer
제작자 명단
Contact : wave@embody.audio - Audio director // Sound designer // Music Composer - Based in Montréal - Specialities : 3D Audio electronic music, immersive installations, interactive projects, AR / VR - Directeur audio // Concepteur sonore // Compositeur - Basé à Montréal - Spécialisation : Audio immersif, installations interactives, RA / RV
Sweet Justice Sound
제작자 명단
Sweet Justice is an interactive audio production studio founded by industry veterans. We take the time to get to know our clients and their projects. Based in the sound of England, we have many decades of experience on the front line of the games industry. We have also won multiple awards for our work within interactive audio. Please contact us through our website our one of our social media links ...
World Class Mastering, LLC.
제작자 명단
World Class Mastering, LLC is a top-tier audio facility that provides high-end audio processing, sound design, and interactive audio implementation. For more information please contact: www.worldclassmastering.com info@worlclassmastering.com
UmbrTone
제작자 명단
Umbr Tone is a Seoul(Korea) based music studio. We create music and sound on the basis of communicating with clients. Please feel free to contact!
Filip Marciniak Audio
제작자 명단
I'm an audio engineer skilled in game audio implementation, sound design and all the necessary field recording techniques to provide best quality audio in your game. If you have any questions or future collaboration propositions don't hesitate to contact me here or via linkedin profile!
Electrik Blue Media
제작자 명단
We provide audio solutions for your projects. Services include: Music composition, Music production, Sound Design, Foley, Voiceover, Voice acting. Contact us for details!
MIYABI GAME AUDIO INC.
제작자 명단
If you need any help or consultation for game sounds, you are always welcome to contact.
Sound Array
제작자 명단
functions as a one-stop shop for all your game audio needs - from the beginning stages of designing the audio soundscape and aligning it's trajectory to the scope of your project, to the implementation and integration of audio middleware, mixing and playtesting. Please contact Jim at www.sound-array.com to receive a free consultation and get started!
Thank you very much for reading! If you'd like to contact me, please send me an email at adriane (at) smashclay (dot) com or DM me at @smashclayaudio. For more information and resources about blind accessibility in games, check my website Smash Clay Audio. And a huge thanks to everyone who offered extensive feedback about this post: Brandon Cole can be reached at Superblindman01 (at) gmail (dot) ...
The game was initially going to be in 2D, and because design is not my strong point, I contacted a 2D designer. In our first meeting, we realized that I still had some uncertainties about the game mechanics; so before he started working, I had to better define what I wanted. As I don't know how to draw, I did some proofs of concept in 3D, and to make the characters I used basic figures, such as cubes ...
Category drop-down menu. Describe the feature in the question field and provide as much detail as possible in the “More information for the question:” field. Licensing or pricing questions should be directed to the Developer Relations team, this choice leads to the “Contact us” form on the Audiokinetic website. Creating a Support Ticket Once you select Question, Malfunction, Performance or the Crash/Hang/Assert ...
The core of the program is a modified version of a script called Open project from clipboard by Jeremy Roggers aka JerContact. If you are not familiar with Jeremy’s work, he has great ideas for people transitioning from Protools to REAPER, so definitely check him out. The problem with his script is that it’s not very user friendly. So, with his permission, I made a few adjustments and created this ...
Wwise Unity Integration
Wwise Unity 통합
Wwise Unity Addressables Package Basic Tutorial For Packaging DLC Wwise Addressable Samples Troubleshooting Copyright Contact Us If you have questions about this integration, post your questions to our Community Q&A forum. If you have purchased the support package, contact Audiokinetic support. See also Audiokinetic Launcher: Integrating Wwise into a Unity Project Wwise-301: Wwise Unity ...
Adding Sounds to Physical Impacts
Wwise Unreal 통합
It also demonstrates how to use RTPCs to set minimum velocity thresholds to ensure that impact sounds don't play whenever there is minor contact between objects. Finally, it includes a system for instantiating objects in the game to test the impact sound system. To prepare for this tutorial: Obtain a short sound to use for a physical impact and import the sound into Wwise. Create a Game Parameter ...
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If you represent an academic institution that would like to get licensed with Audiokinetic to teach Wwise and get listed on the Creators Directory, contact us for further information. {{cta('83701131-d6cd-4eca-9195-a60a3620e4c7')}} Your Audiokinetic account is your one-stop community access As we strive towards optimizing our unified and dynamic nucleus for the interactive audio community, we ...
When a wavelength smaller than an obstacle comes in contact with an obstacle, the sound will be reflected. However, when the wavelength is longer than the obstacle, it will go around it. So, if you imagine those two frequencies combined in one signal, traveling towards the same obstacle, a listener behind that wall will only hear the lower frequency (longer wavelength). This effect gets trickier with ...