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
AK
Wwise SDK
... types of plugins. 더 자세히 ...   class  IAkPluginMemAlloc   class  IAkPluginParam   class  IAkPluginService  Common interface for plug-in services accessed through the global plug-in context 더 자세히 ...   class  IAkPluginServiceAudioObjectAttenuation  Interface for the services related to extracting attenuation curves from audio objects and using them. 더 자세히 ...   class  IAkPluginServiceAudioObjectPriority ...
g
Wwise SDK
GetPrev() : AK.Wwise::SourceControlContainers::IAkList< Type, Arg_Type > GetPriorities() : AK::IAkPluginServiceAudioObjectPriority GetPriority() : AK::IAkVoicePluginInfo GetProcessorFeatures() : AK::IAkPluginContextBase GetProgress() : AK.Wwise::ISourceControlUtilities GetProjectLicenseID() : AK.Wwise::Plugin::V2::Host , ak_wwise_plugin_host_v2 GetProperties() : AK::Win32::Device GetProperty() ...
g
Wwise SDK
GetPrev() : AK.Wwise::SourceControlContainers::IAkList< Type, Arg_Type > GetPriorities() : AK::IAkPluginServiceAudioObjectPriority GetPriority() : AK::IAkVoicePluginInfo GetProcessorFeatures() : AK::IAkPluginContextBase GetProgress() : AK.Wwise::ISourceControlUtilities GetProjectLicenseID() : AK.Wwise::Plugin::V2::Host GetProperties() : AK::Win32::Device GetProperty() : AK::Win32::DeviceProperties ...
Wwise SDK 2024.1.8 AKSoundEngineCommonIAkPlugin.h ◆ AK_GET_PLUGIN_SERVICE_AUDIO_OBJECT_PRIORITY #define AK_GET_PLUGIN_SERVICE_AUDIO_OBJECT_PRIORITY (   plugin_ctx)    static_cast<AK::IAkPluginServiceAudioObjectPriority*>(plugin_ctx->GetPluginService(AK::PluginServiceType_AudioObjectPriority)) IAkPlugin.h 파일의 1910 번째 라인에서 정의되었습니다.
GetPosition(bool *out_pbEndOfStream)=0AK::IAkStdStreampure virtual GetStatus()=0AK::IAkStdStreampure virtual Read(void *in_pBuffer, AkUInt32 in_uReqSize, bool in_bWait, AkPriority in_priority, AkReal32 in_fDeadline, AkUInt32 &out_uSize)=0AK::IAkStdStreampure virtual SetPosition(AkInt64 in_iMoveOffset, AkMoveMethod in_eMoveMethod)=0AK::IAkStdStreampure virtual SetStreamName(const AkOSChar *in_pszStreamNam ...
Wwise SDK 2024.1.8 AKIAkVoicePluginInfo AK::IAkVoicePluginInfo 멤버 목록 다음에 대한 모든 멤버의 목록입니다 : AK::IAkVoicePluginInfo (모든 상속된 멤버들도 포함합니다.) ComputePriorityWithDistance(AkReal32 in_fDistance) const =0AK::IAkVoicePluginInfopure virtual GetPlayingID() const =0AK::IAkVoicePluginInfopure virtual GetPriority() const =0AK::IAkVoicePluginInfopure virtual ~IAkVoicePluginInfo()AK::IAkVoicePluginInfoinlinepro ...
So, only one (the highest priority) should be selected.
WG-43108: 다음의 상황에서 동일한 사운드를 동일한 게임 오브젝트에서 반복적으로 재생할 경우, "offset priority by <X> at max distance"를 사용하는 중이고, 게임 오브젝트가 움직이고 있으며, 사운드 인스턴스 개수가 지정된 제한을 초과했을 때. 가장 최근 또는 가장 오래된 사운드를 잘못 중지함. 이는 사용자가 새로 트리거하는 사운드 인스턴스가 누적되는 것을 방지하는 최적화 시스템의 부작용으로서, 결국 재생되지 않을 인스턴스들로 시스템을 과부하시킵니다 . 프로파일러 WG-15476: Wwise가 크기가 다른 비슷한 두 미디어 파일을 감지했을 때 프로파일러에 오류 메시지가 뜨지 않음. WG-15617: 프로파일러에 오류가 발생했을 때 Wwise가 Event 이름 ...
... "playingID", "soundID", "gameObjectID", "gameObjectName", "objectGUID", "objectName", "playTargetID", "playTargetGUID", "playTargetName", "baseVolume", "gameAuxSendVolume", "envelope", "normalizationGain", "lowPassFilter", "highPassFilter", "priority" ...
Filter." }, "highPassFilter": { "type": "number", "description": "보이스에 적용된 High-Pass Filter." }, "priority": { "type": "integer", "description": "보이스에 부여된 우선 순위.\\n Integer 8 비트.", "minimum": -128, "maximum": 127 }, "isStarted": { "type": "boolean", ...
Bus
Wwise SDK
GainReal640[ -200 , 200 ]trueAdditivetrue MaxDuckVolumeMaximum Ducking VolumeReal64-96[ -200 , 0 ]trueNone (없음)false MaxReachedBehaviorWhen Priority is Equalint160사용 가능한 값: 값 표시명 0Discard oldest instance 1Discard newest instance trueNone (없음)false MaxSoundPerInstanceSound Instance Limitint1650[ 1 , 1000 ]trueExclusivetrue MetadataMetadataList 사용 가능한 타입: Metadata     OutputBusHighpassOutput ...
WG-75965 수정됨: (Spatial Audio) AkOcclusionChecker.h의 AKASSERT(priority >= 1) WG-76021 수정됨: 스트리밍된 사운드를 사용할 때 "Virtual source failed becoming physical(가상 음원이 물리적 음원이 되지 못했음)" 오류 메시지가 표시됨. WG-76047 수정됨: Event Actions Set LPF 및 Set HPF가 Wwise Authoring에서 실행될 경우 아무런 효과가 없음. WG-76083 수정됨: Wwise의 이전 메이저 버전을 사용하여 빌드된 플러그인으로 SoundBank를 생성할 때 발생하는 크래시. WG-76345 수정됨: 잘못된 버전의 libxml2가 출시되지 않도록 방지.
WG-57941 수정됨: 재생 제한으로 인해 보이스가 가상으로 되어있고 해당 사운드의 Hold Emitter Position and Orientation 옵션이 선택되어있는 경우 "offset by distance" 우선순위(priority)가 업데이트되지 않음. WG-58626 수정됨: (Spatial Audio) 이미터나 리스너가 경로에 없는 포털로 전환될 때 Spatial Audio가 적용한 스프레드가 중단되는 경우가 있음. WG-58706 수정됨: iZotope Box Modeler 팩토리 애셋에서 boxmodel.wav 원본 파일을 삭제하는 마이그레이션 과정 누락. WG-58743 수정됨: 포털을 지나갈 때 , 회절 값이 100를 넘지 않아도 길이가 긴 회절 경로가 끊기는 경우가 있음. WG-58802 ...
WG-36398 Removed deprecated field 'priority' from AkRoomParams. WG-36741 Motion sink plug-in fallback to the dummy output when the device is not compatible. This fix introduces the new error code Ak_DeviceNotCompatible. Returning this error code in the initialization of a sink plug-in will force the usage of the dummy sink. WG-36986 Renamed SetPortalObstruction() to SetPortalObstructionAndOcclusion() ...
Project migration clears Attenuation from 2D sounds except if there is an RTPC on "Positioning Type". Priority change based on distance will occur on objects with Listener automation, whereas sounds with the former 3D User-Defined Positioning mode would not. Sounds whose Position is set to Listener + Automation, but Spatialization set to None, will get distance attenuation due to automated positions ...
In this case the audio-to-motion will not be migrated as priority is given to maintaining existing audio behavior. Migrating an Audio-to-Motion object that did have 'Override parent' for its user aux sends enabled The override remains enabled. As it was already overriding its parent, there is no need to copy user aux sends from above. Migrating an Audio-to-Motion on an object with descendants If ...
WG-32396 Fixed: Ambisonics may break in SCE Audio 3D plug-in when using lots of high priority panned objects. WG-32417 Fixed: (iOS) Crash on sink initialization with iOS 10.3 Beta. WG-32421 Fixed: Wrong mapping of input channels when using SetMultiplePositions with AkChannelEmitter. 기타 수정 사항 WG-31785: Added Simplified Chinese as a User Preferences, Documentation, Language option for the Wwise Help.
WG-30392 Added "fast path" option for Android sink to reduce thread priority issues and stuttering. WG-30489 Added "Bypass properties" play option in Wwise Authoring. Press Shift+Spacebar or Shift+Left click on the Play button. WG-30956 Revamped McDSP UI. WG-31022 Added support for inputting side stereo width on Convolution Reverb. WG-31206 Improved editing, live or via the API, of a bus's channel ...
Attenuation objects, switch 2D/3D, add RTPC, and modify 2D panner settings), bus routing, and Advanced Settings (all Playback Limit and Priority properties) are now all applicable while connected to the game. Platform Inclusion Now Uses a Link/Unlink Mechanism Objects' platform inclusion (the check boxes you find beside each object in the Project Explorer Actor-Mixer and Interactive Music hierarchies) ...
WG-28394 Prevented crash when updating the priority loop if NaN floating points were detected. (Note that inserting NaN floating point values in the engine will still cause problems and must be avoided.) WG-28411 Fixed: Suboptimal mutex attribute and race condition with re-entering sound engine from callbacks on PS4. WG-28413 Fixed: Opening Wwise project referencing plug-in that was not installed ...