Wwise Versions
  • Sample Project
  • Wwise Fundamentals
  • Wwise Help
  • Wwise SDK
  • Wwise Unity Integration
  • Wwise Unreal Integration

Other Documentation

  • Strata
  • ReaWwise
  • Audiokinetic Launcher
  • Wwise Audio Lab​
  • Wwise Adventure Game
  • GME In-Game Voice Chat
  • Meta XR Audio

Certification Courses

  • Wwise Fundamentals (2024.1)
  • Wwise Interactive Music (2021.1)
  • Wwise Performance Optimization (2023.1)
  • Wwise Unity Integration (2023.1)

Other Sources

  • Website
  • Videos
  • Plugins
  • Creators Directory
  • Q & A
  • Blog
In partnership with Dolby Atmos and Audiokinetic, the Overwatch audio team developed the game with the Dolby Atmos Binaural Mixer plug-in and Wwise.  During Audiokinetic's Wwise Tour, Project Audio Director Scott Lawlor, and Senior Software Engineer 2 Tomas Neumann, presented their work. The considerations, successes and lessons learnt are demonstrated in a series of very educational Wwise Tour videos ...
WAAPI, you can do things like automating audio file imports, Event creation, large property changes, generating SoundBanks, and even creating your own custom GUIs (like your own mixer).  If you’re super crazy, you can even get multiple instances of Wwise to talk to each other (if you need to compare an older version of your project to a newer one, for instance—yes, I’ve done this). Sounds pretty intriguing ...
Audio with the introduction of the object-based pipeline in 2021.1, along with the creation of workflows to help guide and adapt mixes for platforms that can leverage the precision of Spatial Audio. With the ability to inform and route sounds with positioning precision, the mix can be adapted across any channel configuration, including headphone binauralization, with high accuracy. Wwise 2023.1 continues ...
The correct number of audio channels can be automatically detected or specified explicitly in the plug-in's associated XML file. Channel Router The Wwise Channel Router Plug-in is a Wwise mixer plug-in that allows sound designers and developers to route and mix multiple busses with different channel configurations into a single output device. This is especially useful in LBE when a single output ...
Dynamic system uses actual team- and venue-specific audio files Original Article shared from Sports Video Group News.  NFL broadcasts this season will use “enhanced” crowd sound. The league’s technology kit for this includes the Wwise platform, Audiokinetic’s authoring software for interactive media and videogames. This will let so-called audio-sweetener mixers access and mix sounds collected from ...
Audiokinetic has been a key player in the development and advancement of spatial audio, offering solutions from ambisonics, Convolution Reverb, and other mixer plug-ins, to supporting third-party binaural technologies. Today, spatial audio is quickly becoming central to the success of any AR/VR/MR project and interactive media projects at large, and our team at Audiokinetic was proud to introduce ...
Only through B-Format can we get the correct spatial position of the sounds, and then perform processing such as mixing and editing. Considering the differences in channel order, weight and quantization, B-Format can be further divided into several sub-formats. The following two are commonly used: Furse-Malham and AmbiX (ACN ordering with SN3D normalization). The former is referred to as FuMa for ...
We tried using a single asset and raising the pitch inside Wwise, pitch randomization inside a scale, and making sequences with multiple assets. We ended up with a mix of all these options, depending on the importance and the priority.For sounds that are more detailed and higher in priority, like the merges for example, we crafted unique assets for a sequence, and the sequence not only goes up in ...
The game has tons of audio and several instances of rather complex audio behaviour; therefore, Wwise was an obvious choice for audio integration software due to its versatility and ability to mix, monitor, and optimize performance via remote connect and during gameplay. Additionally, for me as sound designer and composer, one of the greatest benefits of using Wwise is the massive amount of control ...
So when and where music and sounds occur, stylistic/artistic decisions, branding and trailer music, systems and solutions for implementation, memory and optimisation, recording mixing and mastering, occasional overwhelmed panicking…I’ve been using the word “holistic” a lot recently to describe how I approach music and audio design. To me this means thinking about the complete interactive audio experience ...
There is no need to wait for any integration to be done to have a great sounding mix (hence the choice of User-Defined positions and auxiliary sends when possible)! You can simulate an entire playthrough of the game by using the core Events you created and by mixing the game. This way, you can set up your ducking system, fine-tune your RTPC's curves, and deliver fully functional and mixed SoundBanks ...
Wwise version 2021.1 has evolved to provide a comprehensive authoring environment that fully leverages audio objects while enhancing the workflow for all mixing considerations.  Finally, the third part will share a series of methods, techniques, and tricks that have been employed by sound designers and composers using audio objects for recent projects.  Encoding Spatialization - An Historical Overview ...
I also work with the orchestration and live production team (around 80% of our score is live recorded) and collaborate with our music mixer. AoE IV is a real-time strategy game, the fourth major release of a much-loved franchise that goes back 25 years. AoE IV shipped in October 2021, with eight unique civilizations (‘Civs’) - French, English, Chinese, Mongols, Holy Roman Empire, Abbasid, Delhi Sultanate ...
SONORUM
Creators Directory
Studio Lab SONORUM is a turnkey complete audio solution, or a la carte audio production, recording, sound design, integration and mixing services studio. We are here to serve Video games, Interactive Medias and Films producers SONORUM leader is a 3D audio hands-on surround sound specialist since 15+ years. We are VR, AR and 360 video ready for recording and post/integration. We are here to be your ...
Hammer & Spark Audio Production
Creators Directory
Hammer & Spark are an audio production company primarily focused on delivering soundtracks for linear VR experiences and 360 video. This incorporates dialogue and Foley recording, editing and mixing as well as audio implementation via Wwise.
CONNECT+ECHO
Creators Directory
Sound Design / Audio System Integration 3D Audio Design / Mixing / Recording Audio Production / etc...
El Zorro Azul
Creators Directory
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.
Luca Fusi
Creators Directory
Luca is an independent Technical Sound Designer with about five years' Wwise experience whose past clients include Microsoft, Wabi Sabi sound and PopCap Games. He's available for end-to-end consultation and design including systems design, implementation, asset creation, mixing and general troubleshooting.
Lydplaneten studio
Creators Directory
is an Norwegian based company which involves several professional freelancers coming from all media. Music (recording, mixing mastering), Videogames and Film.
Syndicate 17
Creators Directory
Syndicate 17 specializes in sound design, music production, dialogue production (full voice over services), and audio implementation for Location-Based Attractions and Virtual Reality, Augmented Reality, & Mixed Reality products. Some of Syndicate 17’s most recent work includes audio for MediaMation’s REACTIVR, first shown at IAAPA 2015; Intel's/5D Global's "Leviathan", featured at Sundance New ...