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For a long time, “ambisonics” was predominantly considered as a way to create ambiences or record audio scenes and capture spatial aspects using a special type of microphone. Today, we present ambisonics as an intermediate spatial representation instead, that allows binaural rendering for Virtual Reality (VR), all while avoiding the drawbacks of pure object-based audio. Intermediate spatial representation ...
Rotating Ambisonics As we have seen in Ambisonics as an Intermediate Spatial Representation (for VR), ambisonics is a multichannel audio format that can favorably represent the spatiality of an audio mix. An ambisonic audio file/mix/signal can thus be regarded as a sound field, a mixture of different sound sources coming from different directions and arriving at a listener's ears with different angles ...
Ambisonics Since version 2016.1, Wwise has supported ambisonic channel formats for busses. Wwise takes care of encoding (mixing a non-ambisonic signal to an ambisonic bus) and decoding (mixing an ambisonic signal to a non-ambisonic bus). This allows users to mix multiple sounds in the environment to an ambisonics bus, and then convert that ambisonics bus to binaural using a 3D audio plug-in such as ...
Ambisonics vs Quad
Wwise Audio Lab
Description: The same recorded Room tones have been rendered in ambisonics 1st order and in Quad (standard 4.0: L, R, RL, RR). Both use four channels, so they use the same amount of resources at runtime. Action Item: To compare ambisonics with Quad: Game Menu (Esc) > Sound Options > Ambient Sources > Quad What to Expect: You may find the ambisonics version sounds more ...
Ambisonics
Sample Project
The Ambisonics Work Unit in the Actor-Mixer Hierarchy includes three examples of moving ambient sounds to demonstrate the spatial audio you can expect with ambisonics output. The multichannel setup necessary to do ambisonics justice (you must at least have some height channels) is not a commonly available Sound Engine Audio System. Consequently, these examples are routed to an “Ambisonics” ...
Using ambisonics
Wwise Help
Ambisonics is a surround sound technique covering the horizontal plane as well as regions above and below the listener. By way of its B-format sound field representation with spherical harmonics, it works independently of speaker setups. Notably, this makes it easy to rotate the sound with the listener. Anywhere a sound designer might need a more spherical sound representation, such as in providing ...
Wwise produces ambisonics signals when one of the busses' Bus Configuration is set to Ambisonics. These signals are decoded, meaning that they are transformed into a standard multichannel representation, such as stereo or 5.1, whenever a parent bus of an ambisonic bus has its Bus Configuration set to such a standard configuration. The Master Audio Bus inherits the configuration of the endpoint, which ...
The Wwise plug-in API exposes ambisonic channel configurations with AK_ChannelConfigType_Ambisonic. Consequently, in Creating New Plug-ins, developers can work with ambisonic beds.Using ambisonics with EffectsAll Effects distributed with Wwise that process channels independently, such as the Compressor, Guitar Distortion, and Parametric EQ plug-ins, support ambisonics. NoteIn order to preserve ...
Source positioning in ambisonics derives from game object and listener positions at the moment of mixing, as is the case with any other channel configuration. Consequently, ambisonic-set sound objects can be submixed with other configurations; however, you may lose spatial information when this happens. For example, if your submix is 7.1 then you will have lost all height information when it is mixed ...
Ambisonics is a suitable format to be leveraged by 3D renderers, including binauralizers. Unlike Audio Objects, it guarantees a fixed number of channels to be processed by Effects and by the 3D renderer itself, at the expense of some precision loss in terms of directionality. The precision obtained is directly proportional to the ambisonic order you choose, from 1st to 5th.On the other hand, the Object-based ...
In this case, they are considered as sound fields and are rotated according to the relative orientation of the game object and listener (refer to Ambisonics as sound fields).
Ambisonic sounds, either recorded or synthetic, are great for implementing ambient sounds. Although higher order ambisonics are typically used in the context of a game’s intermediate spatial representation, low orders are usually sufficient for ambient sounds. When used as a sound field with 3D Spatialization, ambisonics, like other multichannel formats, collapses into a mono point source if its spread ...
Ambisonics in Strata
Strata Help
Strata uses the IEM Plug-In Suite, VST3 version, in ambisonic subprojects and it is a prerequisite. Refer to the Plug-ins section of the Strata User Guide for details on installation.All Strata collections that use ambisonics in subprojects use the following:AmbiX convention ACN channel orderingSN3D normalizationMaxRe weighting in decode and order conversion.
Ambisonics in Strata
Strata Help
Strata uses the IEM Plug-In Suite, VST3 version, in ambisonic subprojects and it is a prerequisite. Refer to the Plug-ins section of the Strata User Guide for details on installation.All Strata collections that use ambisonics in subprojects use the following:AmbiX convention ACN channel orderingSN3D normalizationMaxRe weighting in decode and order conversion.
Ambisonics in Strata
Strata Help
Strata uses the IEM Plug-In Suite, VST3 version, in ambisonic subprojects and it is a prerequisite. Refer to Installing REAPER Plug-ins in the Strata User Guide for details on installation.All Strata collections that use ambisonics in subprojects use the following:AmbiX convention ACN channel orderingSN3D normalizationMaxRe weighting in decode and order conversion
Ambisonics in Strata
Strata Help
Strata uses the IEM Plug-In Suite, VST3 version, in ambisonic subprojects and it is a prerequisite. Refer to the Plug-ins section of the Strata User Guide for details on installation.All Strata collections that use ambisonics in subprojects use the following:AmbiX convention ACN channel orderingSN3D normalizationMaxRe weighting in decode and order conversion.
Ambisonics in Strata
Strata Help
Strata uses the IEM Plug-in Suite, VST3 version, in ambisonic subprojects and it is a prerequisite. Refer to the Plug-ins section of the Strata User Guide for installation details. All collections in Strata that use ambisonics in subprojects use the following:AmbiX convention ACN channel orderingSN3D normalizationMaxRe weighting in decode and order conversion
Ambisonics in Strata
Strata Help
Strata uses the IEM Plug-In Suite, VST3 version, in ambisonic subprojects and it is a prerequisite. Refer to the Plug-ins section of the Strata User Guide for details on installation.All Strata collections that use ambisonics in subprojects use the following:AmbiX convention ACN channel orderingSN3D normalizationMaxRe weighting in decode and order conversion
Ambisonics in Strata
Strata Help
Strata uses the IEM Plug-In Suite, VST3 version, in ambisonic subprojects and it is a prerequisite. Refer to Installing REAPER Plug-ins in the Strata User Guide for details on installation.All Strata collections that use ambisonics in subprojects use the following:AmbiX convention ACN channel orderingSN3D normalizationMaxRe weighting in decode and order conversion
Ambisonics in Strata
Strata Help
Strata uses the IEM Plug-in Suite, VST3 version, in ambisonic subprojects and it is a prerequisite.Refer to the Plug-ins section of the Strata User Guide for details on installation.All collections in Strata that use ambisonics in subprojects use the following:AmbiX convention ACN channel orderingSN3D normalizationMaxRe weighting in decode and order conversion