Wwise 版本
- Sample Project
- Wwise SDK
- Wwise Unity 集成
- Wwise Unreal Integration
- Wwise 基础知识
- Wwise 帮助文档
其他文档
- Strata
- ReaWwise
- Audiokinetic Launcher
- Wwise Audio Lab
- Wwise Adventure Game
- GME In-Game Voice Chat
- Meta XR Audio
认证课程
- Wwise Fundamentals (2024.1)
- Wwise Interactive Music (2021.1)
- Wwise Performance Optimization (2023.1)
- Wwise Unity Integration (2023.1)
其他资源
- 网站
- 视频
- 插件
- 音频人脉网
- 问答
- 博客
Wwise Unreal 组件
Wwise Unreal Integration
Wwise Unreal Integration Documentation Wwise Unreal 组件 目录 AkLateReverbComponent AkComponent AkAudioInputComponent AkLateReverbComponent You can add this component to any UPrimitiveComponent to create a reverb area from that Primitive Component. 若要获得混响效果,可将 Wwise Auxiliary Bus 指派给组件,并把所有进入此 Volume 的 AkComponent 发送到关联的 Wwise Auxiliary Bus。若 Volume 之间存在重叠,则使用 Priority 属性来决定将目标 AkComponent ...
在 Inspector 中使用 AkRoom
Wwise Unity 集成
Transmission curve graphs' Transmission axis, which means -12.0 dB in the image below. 通常,较低的透射损失适合薄弱的墙壁,较高的透射损失适合厚实的墙壁。 Priority:设置 Room 的优先级以在游戏对象处于不止一个 Room 内时供 AK::SpatialAudio::SetGameObjectInRoom() 选用。注意,数值越大表示优先级越高。比如,在两个 Room 的 Priority 分别为 1 和 2 时会优先选用后者。 Room Tone Trigger On:提供用来触发 Wwise Event 的 Unity Event 列表。您可以选择多个 Unity Event。这时该字段会显示为 Mixed...。您可以使用的不止这些事件。You can trigger an Event ...
在 Inspector 中使用 AkRoomPortal 和 AkRoomPortalObstruction
Wwise Unity 集成
The Back Room is the highest priority, active and enabled Room on the negative side of the Portal (opposite the direction of the local Z axis). A disabled Room is not selected at runtime. Front Room An AkRoomPortal connects two AkRoom Rooms. The Front Room is the highest priority, active and enabled Room on the positive side of the Portal (aligned with the direction of the local Z axis). A disabled ...
AK
Wwise SDK
... to all types of plugins. 更多... class IAkPluginMemAlloc class IAkPluginParam class IAkPluginService Common interface for plug-in services accessed through the global plug-in context 更多... class IAkPluginServiceAudioObjectAttenuation Interface for the services related to extracting attenuation curves from audio objects and using them. 更多... 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)) 在文件 IAkPlugin.h 第 1910 行定义.
class_a_k_1_1_i_ak_std_stream-members
Wwise SDK
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 成员列表 成员的完整列表,这些成员属于 AK::IAkVoicePluginInfo,包括所有继承而来的类成员 ComputePriorityWithDistance(AkReal32 in_fDistance) const =0AK::IAkVoicePluginInfopure virtual GetPlayingID() const =0AK::IAkVoicePluginInfopure virtual GetPriority() const =0AK::IAkVoicePluginInfopure virtual ~IAkVoicePluginInfo()AK::IAkVoicePluginInfoinlineprotectedvirtual ...
AkEnvironment_CompareBySelectionAlgorithm
Wwise Unity 集成
So, only one (the highest priority) should be selected.
Platform Voice Instance Limits and Volume Thresholds
Wwise Performance Optimization
When there are more voices than allowed, the voices with the lowest priority will become virtual, unless they’re set to continue anyway. Once the Volume Threshold and Max Voice Instance Limit is defined in the Project Settings, you’ll mainly work with Virtual Voice Behaviors on the individual audio structures. Based on the Certification Runtime Performance guidelines (Lesson 0) ...
Voice Limits
Wwise Performance Optimization
Each audio structure in Wwise can have its own playback limit. When the limit is reached, the priority settings decide which sounds to keep physical and which to send to virtual voice. Playback limits are exceptionally useful, when a certain feature has the possibility to trigger an unpredictable amount of voices and you want to make sure you won’t overstress the game performance. ...
Continue to Play
Wwise Performance Optimization
The Torch is at a lower priority than the Evil Spit Plant Shot sound, and so the Torch is sent to virtual (due to the Max Voice Instance limit of 2, already occupied by the Evil Spit Plants). The Wwizards voice is set to Continue to Play and so this voice continues unaffected by the limit.
Blending Waterfall
Wwise Performance Optimization
Playback Limit (y) to 1. As such, your Playback Limit will gradually reduce to 1, and you can use the priority settings to define which of the four voices is the most important in the Waterfall_Close Blend Container. These priorities have already been set, but you’re welcome to reassign values to your liking.
Verify Your Virtual Voices
Wwise Performance Optimization
You’ve now learned how to manage voices and control exactly when a sound is allowed to play or not. A great method to check your priority settings is by setting the Max Voice Instance Limit extremely low and listen to whether the correct sounds are prioritized while playing. Therefore, let’s now set the Max Voice Instances limit to 10. From the Project menu, select Platform Manager. ...
Evaluating Your Virtual Voice Behaviors
Wwise Performance Optimization
If your weapon impacts are inaudible, while the campfire sound is preserved, maybe your priority settings should be revisited. Let’s now test your Virtual Voice Settings in Unity. From the Audiokinetic menu, go to Certification > 251 > Lesson 3 and select Verify your Virtual Voices. In Wwise, connect the Profiler. Back to Unity, click Play. ...
Playback Limits
Wwise Performance Optimization
Playback limits can be used to constrain the amount of concurrent voices, and so reduce stress on the CPU. Like many other properties, the Playback Limit options can also be linked or unlinked on selected platforms. This allows you to clamp the amount of concurrent voices on platforms with less resources, while using priority settings to specify what voices are active. Let’s enable ...
Starvation
Wwise Performance Optimization
Only you and your team can make decisions on which elements are nice-to-have or too important to lose; optimizations are always a matter of priority.
Creating a System for Intersecting State Areas
Wwise Unity Integration
One solution to this problem is to make a system that keeps track of each Trigger that the player enters by making a list of States to manage the priority of music themes collectively. With such a system we will know exactly how many Triggers the player is inside because it will count up the list of States whenever the player enters a Trigger. Once the player exits ...
Module 20: Optimizing your sound design
Wwise Fundamentals
You'll also learn how to assign a priority to your sounds, so the most important sounds are never compromised. By completing this module, you'll gain the following skills: Profiling games Filtering data in the Capture Log Defining a volume threshold per platform Defining the maximum number of voices per platform Limiting sound instances Defining playback ...