Soundminer: The First WAAPI Project

音频编程

For those that don’t know about it, Soundminer is an application born of the need for sound and video editors to catalog, locate, and import their sound assets.  It started many moons ago, when ProTools was Mac only, and the only way for importing files onto a track was to call up the Import Dialog box, navigate to your file, and click import.  (This was pre-Workspace and OSX, folks!)  A very tedious task when you consider that you are editing thousands of sounds a day.  Every import would take minutes, and this was at the cusp of when hard drives (or at least DVD-R) were becoming affordable (not enough to bankrupt you anyway) so we thought, there has to be a better way!  There were other solutions out there, but we always felt them to be lacking. And so, we started developing Soundminer in our studio as our internal killer application.

 

 

 

Soundminer in action

Over the years, Soundminer became a commercial product (2002) and got released as a cross-platform application (2009). All the while, we continued to build upon and improve its core features. Dialog and music editors came on board, and features were added for those departments as well.  Recently, the gaming folks have been banging on the door asking for the ‘pro’ features that the Mac product has been enjoying for years, things like the processing of sound through plug-ins, choosing certain channels to extract, re-recording the audio performed in the application for live sound design, and, most loudly, integration with audio middleware such as Wwise.  Thankfully, we had been working towards this goal for a few years, and the recent “4.5” update to Soundminer v4Pro was also a large effort in making things much more cross platform.  So, a few months of porting and we had a product that was ready for some testing (the forthcoming ProPack add-on for HDPlus)

I went to visit some friends I used to work with who had landed at a game studio here in Toronto, to show off the upcoming features. They gave me the quick rundown of Wwise and how it was used.  Roughly one month later, we heard murmurings of ‘SoundFrame’ and an import audio API perhaps being added to the SDK. 

Around that time, another customer put us in contact with Bernard Rodrigue, Director of Development at Audiokinetic, who told us about the revamped SoundFrame, now known as the Wwise Authoring API (WAAPI), and its planned features.  It seemed to have (or would have) everything needed to send files, region definitions, and descriptive metadata across.  While many sounds need to go through a layering and bounce down process in a DAW, there are plenty of potential uses of single sounds or dialog that can be batch converted and sent into Wwise directly from Soundminer. 

At its simplest, find a footstep sequence and transfer it in.  Or, more complexly, isolate a gunshot blast from a file containing fifteen versions, pitch it down 75%, run it through a compressor/limiter, ring modulator and sub harmonic generator, and quickly import that sound.  Of course, as we all know, during development you may decide there was too much compression on the sound, or perhaps you now also want to render the other 14 versions rather than rely on the pitch alteration capabilities of Wwise.  Directly from Wwise, you can send that audio file back to Soundminer, which will locate the original sound file and recall the region definitions, the pitch, and plug-ins, allowing you to rework the settings and to send them back into Wwise to be used immediately in your project.

I’ve made a little bite-sized video showing Wwise integration with Soundminer HDPlus and the ProPack add-on.  It demonstrates grabbing a sound file inside Soundminer’s database and transferring a section of the sound into Wwise.  As a bonus, I transferred with a plug-in (a Waves Supertap delay) that, later on, I realized needed some adjustment.  From Wwise I could instruct Soundminer to recall the original sound and settings before anything was done on it.  This allowed me to tweak some of the settings and transfer a new piece of media into Wwise. 

Some people might be alarmed at the “recall” feature, thinking some of their secrets might be revealed; but, fear not.  When you transfer a sound, it’ll embed everything it needs to recall into the transferred sound file. This includes the path to the source file, the region info, the pitch info, and any plug-in parameters. So, when Soundminer gets an open with command (“Open With Soundminer in File Explorer”), as seen in the demonstration video (Ctrl-E in Wwise), it first checks if the source file exists. If it does, it loads that up in the player then marks the region/pitch. And, as an added security, it ensures the plug-in transfer happened on this machine. If it did, then it recalls the plug-in rack as well. If the source file isn’t found, then the file is just loaded up in the player. All this info is encrypted; no-one can just use a hex editor to expose any of it.

This way, your processing chain is protected and no-one can take one of your sounds and “trick” Soundminer into showing it the processing chain. A “key” is generated in your SMData folder that is unique to your machine,  but there are ways of sharing it with trusted people. 

These are exciting times to be involved at the beginnings of something so revolutionary. It’s going to be great to see what requests come out of using WAAPI, and it's refreshing to work with a company that’s as responsive as Audiokinetic.

 

Subscribe

 

Justin Drury

Desktop Developer and Partner

Soundminer

Justin Drury

Desktop Developer and Partner

Soundminer

Justin used to be a sound editor before getting into software development. He still points microphones at things.

 @jaydee2190

评论

留下回复

您的电子邮件地址将不会被公布。


更多文章

Wwise Authoring API(WAAPI)的三个开源工程

Wwise Authoring API (WAAPI)自Wwise...

29.11.2017 - 作者:伯纳德 罗德里格 (Bernard Rodrigue)

连通 Wwise 和 REAPER – 第 2 部分:ReaOpen

ReaOpen 是一款免费的小程序,方便快速选择音频文件并打开其原始 REAPER 工程。它能在 Windows 和 Mac 上运行,并可集成到 Wwise、Explorer/Finder 和...

25.5.2020 - 作者:尼古拉·卢基奇 (Nikola Lukić)

为 Wwise 2021.1 构建插件 | 第 1 部分:背景和目标

大家可能不知道,Wwise 生态系统其实具有很强的可扩展性。有时,各公司要为其项目构建定制的插件,供应商会将自研插件迁移到 Wwise。对此,我们必然要提供相应的支持。新的 Wwise...

27.9.2021 - 作者:米歇尔•多奈斯 (Michel Donais)

浅谈最近在 Heavy 中对 Wwise 支持所做的更新

目录 简介 安装和使用 新增功能概要 添加了对更多声道配置的支持 随意发送 Event 并设置 RTPC 打包插件以便通过 Audiokinetic Launcher 安装 结语 ...

5.12.2024 - 作者:尤金•乔尔内 (Eugene Cherny)

快速了解如何在 UE5 中结合 C++ 使用 WAAPI

各位可以通过这篇博文快速了解如何在 Unreal 中使用 WAAPI。其中的大部分内容在 Audiokinetic 文档和 Wwise Up On Air...

9.5.2025 - 作者:Javier Zumer

为倾斜的 2D 视图构建定制的 Wwise 听者位置投射系统

简介 这是徐若昊撰写的三篇技术系列博文的第二篇。该系列博文主要分享《逆向坍塌:面包房行动》背后的声音设计。各位可点此阅读第一篇博文。其中深入探讨了如何利用 Wwise 驱动游戏中的过场动画。第 3...

31.7.2025 - 作者:徐若昊(Jater Xu)

更多文章

Wwise Authoring API(WAAPI)的三个开源工程

Wwise Authoring API (WAAPI)自Wwise...

连通 Wwise 和 REAPER – 第 2 部分:ReaOpen

ReaOpen 是一款免费的小程序,方便快速选择音频文件并打开其原始 REAPER 工程。它能在 Windows 和 Mac 上运行,并可集成到 Wwise、Explorer/Finder 和...

为 Wwise 2021.1 构建插件 | 第 1 部分:背景和目标

大家可能不知道,Wwise 生态系统其实具有很强的可扩展性。有时,各公司要为其项目构建定制的插件,供应商会将自研插件迁移到 Wwise。对此,我们必然要提供相应的支持。新的 Wwise...