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Can Event types be accessed in Code?
Questions et réponses
Hi, I am trying to cull any events that get posted further away from the listener than their attenuation radius. Sadly this means that if an Event is a stop event it wont post and any looping Events that are dependant on it for stopping wont and stay persistant throughout the game. In Wwise itself, there is a "type" option in Events that is set to play, stop or loop etc... Can this "type be accessed ...
There are three main functions at work: culling, limits on passing sounds, and limits on simultaneous sound playback, all done before calling Wwise Events. By introducing this process, we can avoid overwhelming Wwise with a large number of unnecessary Wwise Event commands, which could result in hangups. These control functions are written in as commands in the memo area of the Wwise Events or attenuation ...
This was an easy choice to make, we wanted to utilize the HDR to clean up the mix, and as a tool to optimize our game, through the culling of sounds that are not heard. Coming from EA DICE working with HDR on previous titles, it took a bit of testing to become friends with the Wwise HDR. A few tips and tricks are: Normalize your sounds; Create a guide for which voice volume values to use on different ...
For that we worked with programmers to create a "culling" system in-game that managed event playback on AkAmbientSounds when the player left and reentered a certain range (which was just slightly longer then the attenuation radius for the audio on that event). This management system stopping events completely killed the use of them and allowed the resources taken up by the virtual voice to be freed ...
Colin then follows with the tools they’ve made available to sound designers for tagging animations, timeline editing, attaching Events to bones, distance culling, and so on. Elements such as how bushes and plants could emit sounds when the main character is walking by were also presented. Stay tuned for part 2 of this blog and, in the meantime, let us know if you'd like to be invited to the next ...
It is therefore good practice to apply culling and unregister those. This is to avoid going through a long list of objects to update their positions or any other parameter, whether it be by the game or within the sound engine itself. Again, what is a good number of registered game objects? Some open world games are able to keep this below 80, while other developers decide to keep alive all objects ...
With over 170 emitters spread out in the virtual office building that had over 130 acoustic reflective surfaces, we did a culling of the emitters that were too far away from the listener. We could have used the built-in virtualization in Wwise, but for visual big picture’s sake we simply hid non-playing emitters via Unity scripts. Even then we would still have plenty of emitters playing. Using Wwise ...
It is pretty common for any project to experience performance issues at some point during the course of development. The causes can vary, but most of the time, issues are directly linked to the number of sounds playing at the same time. Physical voices, as opposed to virtual voices that only compute volume, are processed entirely (streaming, decoding, filters, and so on). It is a good thing to make ...
Voice starvation.
Wwise Help
This error indicates that the sound engine could not generate the next audio buffer in time to avoid buffer exhaustion. The audio output may have glitched.Probable causes:The general CPU load is very high.Other threads are pre-empting the audio thread.The audio load is very high (too many voices to process).Recommended resolution steps:Connect the Wwise profiler and evaluate the CPU %, the number ...
Wednesday, August 7th at 12pm ET / 9am PT On Wednesday, we?ll be joined by special guest Harvey Scott, who?ll be diving deep into dynamic mixing for Helldivers 2. Be sure to tune in with your questions! 00:00:00 False Start 00:08:58 Livestream Start - Overview 00:09:42 Wwise 2024.1 Beta 1 00:14:30 Audiokinetic News 00:18:10 Wwise Community Spotlight 00:20:24 Audiokinetic in the Community 00:25:05 ...
Using the Wwise Unreal Niagara Integration
Wwise Unreal Integration
Wwise Unreal Integration Documentation Using the Wwise Unreal Niagara Integration Table of Contents Activating the Plugin The Niagara Wwise Event Data Interface Niagara ModulesPost Wwise Event at Location Post Wwise Persistent Event Update Wwise Persistent Event Position Update Wwise Persistent Event Rotation Set Wwise Persistent Event Game Parameter Stop Wwise Persistent Event Pause Wwise ...
The first time I looked at the MIDI music system in Wwise, I was struck by how functionally similar it was to the now-obsolete Beatnik engine, a software synthesizer I used many years ago to produce game audio and interactive music. This is a prime example of the adage: "ya live long enough, ya become cool again". Beatnik engine I had just started to work with the Wwise MIDI system to reduce the ...
“Dragonfrost”– an exclusive experience for Dave & Buster’s proprietary virtual reality simulator immerses players in a winter fairy tale as they become warriors riding on their companion flying dragon. Friends that are physically sitting next to each other in the real world will be seen virtually riding their own dragon hundreds of feet away. Players fly through the wondrous land of Dragonfrost ...
Event and voice cooldown feature request
Questions et réponses
Current voice limiting options in Wwise are incomplete without adjustable voice cooldown (ie. don't play a new sound of this type unless a certain amount of time has passed.) Voice cooldown is a very handy feature for managing voices, and a default for most other audio middleware. Furthermore, cooldown for events can be very efficient at managing events that are prone to be posted in quick succession ...
In UE5 AkSurfaceReflectorSetComponent can not choose single faces like AkSpatialAudioVolume component
Questions et réponses
In UE5 add AkSurfaceReflectorSet component at (AVolume Actor) MeshMergeCullingVolume or another Volume Actor as Documentation (https://www.audiokinetic.com/zh/library/edge/?source=UE4&id=pg_features_spatialaudio.html) can't choose single suefaces face like AkSpatialAudioVolume component in StaticMesh and also not show the suefaces name text, just can define All faces,How can i fix it?
Kill Voice Fade Out
Questions et réponses
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 ...
Crash in AkRTree.h
Questions et réponses
I can't provide actual reproduction steps since it is heavily project dependent but to sum it up somehow: We derrived from AAkSpatialAudioVolume to create our own SpatialAudioVolume while working on audio culling While playing the game, we change the position in the world for this volumes and save the game After loading the saved state we've got the crash from AkRTree I thought maybe ...
Wwise spatial volume optimization
Questions et réponses
Hello, I was wondering what is the best way to optimize the spatial volumes when using a robust ammount of them? Currently these guys are bogging my cpu down 70% and i was just wondering if you suggest some sort of culling or is there a way to disable/enable soecific volumes within areas using like a trigger collision volume in ue4? Thank you, -Jeff
Is it possible to find out in game code whether a particular event uses random containers?
Questions et réponses
Hi there, I'm creating a culling system in my game engine that will stop emitters, cache their events, and store a time stamp - in order to reduce voices etc. Then when they are un-culled, it posts the events and seeks on them so they play as if they hadn't been stopped. The issue I am having is events with random containers. When you try to seek on them, there is an error from Wwise. Documentation ...

