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  • Audiokinetic Launcher
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자격증 과정

  • Wwise Fundamentals (2024.1)
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  • Wwise Performance Optimization (2023.1)
  • Wwise Unity Integration (2023.1)

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I think Wwise needs more ways to adjust the priority of a sound. Right now, the only thing you can do is set a priority in Wwise, then have it offset by distance. We need the option of offsetting priority by other factors, like: Occlusion, obstruction, any user-defined RTPC, etc.. it'd also be nice to have some priority adjusting functions in the API as well. Stuff like: OffsetPriority SetPriority ...
But how can we raise threads’ priority for Wwise? Or, maybe, we have some facilities to synchronize with Wwise system in order to make the main thread to wait for Wwise threads rendering sound? Are there any other suggestions for our situation?We're using Wwise 2014.1.3 SDK build 5219. The tests are running on our own C++ engine.   Best regards,   Alexander
Hi! We updated our version of WWise (to 2019.2.7) along with an update of our Unreal Engine version (to 4.25) of our already existing project and integrated event based packaging. Along with that update something seems to have happened to the priority plackback when the global limit is reached on emitters. When the global limit is reached, there is a fixed set or physical voices (same amount as the ...
Hi, I wonder if there is a possibility to have a volume transition, fade-out, fade-in when the player enters into an overlapping room with higher priority.Currently, the sound changes brutally from the big zone with lower priority to the small one with higher priority.It seems that two room can't play at the same time.For example, the goal is to make a forest ambient with a forest clearing inside ...
I'd like to seek advice on a scheme of lowering priority of a game object during playback which I'd like to use in my game.   The idea is, I think it would be great for long-tailed sounds (weapon shots, explosions) to change their priority while their tail (volume) is gradually decreasing. But with the condition that priority offset at distance for these objects is also working.   Since ...
But this situation is usually fixed by proper priority handling. The voices which will be kicked will be the lowest priority voices. When a blend container is triggering more than one sound, both sounds are attached to the same event and to the same game object, which also means they have the exact same priority... unless you override it lower in the hierarchy under the blend container. From there ...
Is there anyway to extend the fade out time when kill voice is selected for the playback limit? When the voice is killed, the short fade out that is applied is too short and seems unnatural for my purpose. Thanks! Ideally any voices that are being killed due to (distance priority-based) playback limits should be inaudible. Perhaps you can do some manual voice-culling with stop events and custom fade ...
It seems that no matter what, overlapping AkReverbVolumes will always blend as if they were the same priority. If I create one volume with priority 1, and an overlapping one with priority 5, they will both be blended 50/50 in the overlapping area. Is anyone else having this problem? Is there a way around this? This is mainly an issue as I need to have a large volume enclosing the entire level (for ...
I'm adjusting the priority value of a blend container via an RTPC and the sound keeps dropping out as I do so. The container has one-shot sounds, but it's set to loop with trigger rate. While it's looping, if I change the RTPC value, some children of the blend container randomly drops out, and won't be audible until the next loop iteration, but also until some time passes that is equal to the source ...
Hey, I can't find how to assign the Switch container to follow an RTPC.. Can someone help me out? You need to : Map the Game Parameter values to the switch values Make Switch Container associations using the Switch Group's switches (controlled by the Game Parameter) You will find more information on mapping switch values to game paramater values in the User Guide: Open the User ...
Hello, Recently the priority system for nested AKSpatialVolumes has stopped working. It seems the emitter stays attached to the player/camera. Room to room is working fine, but as soon as you nest them, something has broken. When watching the attenuation in real-time, you can see one emitter is being attenuated but there is one still attached to the player/camera. Any idea what could have caused ...
NPC가 걸어 다니는 도시 환경의 경우 발자국 소리가 너무 많아질 수 있습니다. 물론 감쇠를 사용하면 멀리 있는 사운드를 자동으로 추려낼 수 있죠. 하지만 여전히 가청 범위 안에 발자국 소리가 너무 많아질 수 있습니다. 주변에 많은 사람들이 있다는 것을 알기 위해 굳이 100개의 발자국 소리를 들어야 할 필요는 없죠. 가청 범위 안의 사운드를 추려내려면 Playback Limit과 Priority 설정이 필요합니다. 이 제한값은 액터 믹서, 버스, 혹은 전역적, 이 세 가지 수준에서 설정할 수 있어요. 전역적 수준은 최종 수단으로서, 전체 게임이 지원할 수 있는 값을 초과하지 않으며 제어되지 않은 게임 처리가 CPU를 점령하지 않도록 해줍니다. 이 전역적 수준의 제한값은 Project Settings, Max ...
Primal 걸음 리듬       Raptidon(랩티돈, 파충류) 달리기 리듬        Mantisaur 공격 리듬     구현과 튜닝 사운드 오브젝트 구조 저희는 Priority(우선 순위)와 Voice Limiting(보이스 제한)과 같은 중요한 매개 변수를 세부적으로 제어할 수 있도록 생물 Actor-Mixer를 생물 소리의 유형별로 구분했습니다. 또한 각 믹서에서 서로 약간 다른 Positioning 설정을 사용했습니다. 예를 들어 폴리(foley) 사운드는 상대적으로 감쇠 반경이 좁은 반면 생물의 전투 음성과 무기 소리는 좀 더 멀리서도 들려서 전투 도중 플레이어에게 올바른 피드백을 제공해 줍니다. 생물 무기 소리 Attenuation Shareset 저희는 다양한 사운드 오브젝트 컨테이너를 ...
Is there a way to query the object to get playback priority and offset. I couldn't see any documentation on those, thought it would be part of ak.wwise.core.object.get
SAV_Forest는 이제 RZ_Town의 상위 계층인 RZ_Meadow의 상위 계층이 되었습니다. 여기서 기억해야 할 것이 있습니다. 바로 각 Room과 Reverb Zone에 올바른 Room Priority를 설정해서 게임 오브젝트가 올바른 공간에 있도록 해주는 것이죠. 저는 SAV_Forest의 우선 순위를 가장 낮게 정하고 그 다음 RZ_Meadow, 그리고 RZ_Town을 가장 높게 정했습니다. 실제 숫자는 임의적이기 때문에 순서만 맞으면 됩니다.이 배열에서 사운드는 이 계층에 있는 모든 레이어를 통과할 수 있으며 각 Reverb Zone에는 각자 사운드가 전송될 수 있습니다. RZ_Meadow는 이전에 봤던 SAV_Forest와 동일한 차단 효과를 가지고 있으며 RZ_Town은 둘 다에서 차단됩니다.
BrushComponent의 충돌 프리셋을 설정해야 합니다. 그림 19: 이전에 설정한 AkSpatialAudioVolume 충돌 프리셋 그런 다음 Spatial Audio Layout 문서에 따라 Late Reverb와 Room 컴포넌트의 Priority 번호를 설정해야 합니다. 그림 20: 올바르게 설정된 AkSpatialAudioVolume Late Reverb 및 Room 우선 순위 이제 볼륨에 액터 태그를 추가해야 합니다. 이는 Weapon Tail 전환에 사용될 Interior/Exterior 상태를 Wwise에서 설정하는데 사용됩니다 (이에 대해서는 '맞춤 솔루션' 섹션에서 더 설명해드리겠습니다). 볼륨의 속성을 기반으로 (실외/실내인지 그리고 크기에 따라) 4개의 다른 볼륨 유형에서 선택할 수 ...
Try to set the thread policy 159  int sched_policy = in_threadProperties.uSchedPolicy; 160  161  // Get the priority for the policy 162  int minPriority, maxPriority; 163  minPriority = sched_get_priority_min(sched_policy); 164  maxPriority = sched_get_priority_max(sched_policy); 165  166  // Set the thread priority if valid 167  sched_param schedParam; 168  schedParam.
Also, this is only a heuristic: it does not guarantee that data will be ready when calling AK::IAkAutoStream::GetBuffer(). 103  AkPriority priority; ///< The stream priority. it should be between AK_MIN_PRIORITY and AK_MAX_PRIORITY (included). 104 }; 105  106 /// Automatic streams buffer settings/constraints. 107 struct AkAutoStmBufSettings 108 { 109  AkUInt32 uBufferSize; ...
Try to set the thread policy 168  int sched_policy = in_threadProperties.uSchedPolicy; 169  170  // Get the priority for the policy 171  int minPriority, maxPriority; 172  minPriority = sched_get_priority_min(sched_policy); 173  maxPriority = sched_get_priority_max(sched_policy); 174  175  // Set the thread priority if valid 176  sched_param schedParam; 177  schedParam.
ID of the event corresponding to this voice (if applicable). 227  virtual AkPlayingID GetPlayingID() const = 0; 228  229  /// Get priority value associated to this voice. When priority voice is modified by distance, the minimum distance among emitter-listener pairs is used. 230  /// \return The priority between AK_MIN_PRIORITY and AK_MAX_PRIORITY inclusively. 231  virtual AkPriority ...