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

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  • 问答
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Controls (RTPCs) Understanding listeners Understanding environments and game-defined auxiliary sends Understanding playback limit and priority Understanding virtual voices Understanding Triggers
When you use virtual voices, sounds move back and forth between physical and virtual voices based on whether their volume levels are under threshold, or whether the playback limit is exceeded and sounds are allowed to be virtual (as described in Understanding playback limit and priority). When the volume crosses the threshold set in Wwise Authoring, the voices are added to the virtual voice list and ...
Some virtual voices are killed when their priority falls under a certain threshold. When this happens, you might receive an error code from AK::SoundEngine::GetSourcePlayPosition(). You should always check the return value when calling AK::SoundEngine::GetSourcePlayPosition(). Dynamic pitch changes may result in slightly offset playback positions for a short period of time during the transition. See ...
Wwise SDK 2024.1.8 Streaming / Stream Manager Introduction Limited bandwidth often makes access to storage devices a bottleneck in games. Therefore, to keep data transfer requests orderly, game titles usually centralize access to I/O. This order is based on relative priority and consumer requirements relative to transfer size, throughput and latency. Audio is typically I/O intensive: ...
In such a case, you can Decrease target buffering; Decrease thread priority. If CPU spikes occur only when opening files, it may be because file opening takes a significant amount of time. Some platforms/disk devices are slow to return from fopen(). In such a case, defer file open (refer to Deferred Opening for more details). Reducing the I/O Pool Memory Usage Apart from reducing the number of streams ...
Playing a sound: Either the play fails or another playback with lower priority is stopped to free memory for the new one. Detecting Memory Problems When you use the Wwise Profiler, a warning notification is sent to the capture log for every allocation failure that occurs in the game. You can check this list of notifications to find out which memory categories were involved in reaching the memory ...
Note that commands involving editing control keys, such as Left arrow and Insert, will not be executed: key mapping priority will still be given to the editing capabilities. WG-56404 Obstruction and diffraction can now be applied on top of each other, instead of one at a time. WG-56612 Selecting Show in List View in the shortcut menu of an object now brings keyboard focus to the Search field in the ...
Each spatial audio task (ray-casting, path validation, etc.) is placed in a priority queue that, based on the load balancing spread setting, executes a specific number of tasks from the queue at each frame. Load balancing is particularly beneficial when using many emitters simultaneously. Large World Support The Wwise sound engine now supports large world coordinates for Game Objects ...
WG-54149 Fixed: Offset priority is always applied to sounds that do not have diffraction enabled. WG-54269 Fixed: Crash when calling AkAudioBuffer::ZeroPadToMaxFrames on an invalid AkAudioBuffer. WG-54375 Fixed: Error is not reported when user data passed to AK::SoundEngine API calls is too large. WG-54659 Fixed: (Command Add-ons) Crash when using menus with multiple custom menus. WG-54663 Fixed: ...
Project migration clears Attenuation from 2D sounds except if there is an RTPC on "Positioning Type". Priority change based on distance will occur on objects with Listener automation, whereas sounds with the former 3D User-Defined Positioning mode would not. Sounds whose Position is set to Listener + Automation, but Spatialization set to None, will get distance attenuation due to automated positions ...
In this case the audio-to-motion will not be migrated as priority is given to maintaining existing audio behavior. Migrating an Audio-to-Motion object that did have 'Override parent' for its user aux sends enabled The override remains enabled. As it was already overriding its parent, there is no need to copy user aux sends from above. Migrating an Audio-to-Motion on an object with descendants If ...
WG-32396 Fixed: Ambisonics may break in SCE Audio 3D plug-in when using lots of high priority panned objects. WG-32417 Fixed: (iOS) Crash on sink initialization with iOS 10.3 Beta. WG-32421 Fixed: Wrong mapping of input channels when using SetMultiplePositions with AkChannelEmitter. Miscellaneous Changes WG-31785: Added Simplified Chinese as a User Preferences, Documentation, Language option for ...
WG-30392 Added "fast path" option for Android sink to reduce thread priority issues and stuttering. WG-30489 Added "Bypass properties" play option in Wwise Authoring. Press Shift+Spacebar or Shift+Left click on the Play button. WG-30956 Revamped McDSP UI. WG-31022 Added support for inputting side stereo width on Convolution Reverb. WG-31206 Improved editing, live or via the API, of a bus's channel ...
WG-28394 Prevented crash when updating the priority loop if NaN floating points were detected. (Note that inserting NaN floating point values in the engine will still cause problems and must be avoided.) WG-28411 Fixed: Suboptimal mutex attribute and race condition with re-entering sound engine from callbacks on PS4. WG-28413 Fixed: Opening Wwise project referencing plug-in that was not installed ...
If the data is not already in cache when PinEventInStreamCache() is called, then the data will be streamed in with a low priority automatic stream. The length, in milliseconds, of each media file that is pinned can be customized using the prefetch slider in the Wwise authoring tool. The data will stay in memory until the user releases the media by calling UnpinEventInStreamCache(). RTPC Optimizations ...
These events are known as interruptions, and audio apps are to be ready to react to such audio session priority changes and properly resume playing or recording after the interruption has ended. Application switching, backgrounding the app when pressing the Home button, and locking and unlocking the device are also situations where audio session activation and deactivation occur. The following sections ...
为工程定义音量设置
Wwise 帮助文档
Specifying max voice instances与指定工程音量阈值非常相似,在工程中同时播放的声部数量有限。如果工程中的声部数量超过了这个指定值,则也会查找当前所有播放对象 Property Editor 中的 Advanced Settings。在此,Wwise 将根据哪些对象具有最高优先级来决定保留哪些声部。So, those with the lowest priority that are in excess of the number of virtual voices will be virtualized or killed.
Editor are absolute properties. 有关绝对属性和不沿用父属性的详细信息,请参阅 “设置绝对属性”一节。Volume threshold and virtual voices除了 Playback Limit 和 Playback Priority,Wwise 还可以根据音量阈值来决定播放哪些声音、音乐和振动对象。当音量降低至音量阈值,或当声音的数量超出 Playback Limit 上限时,会为对象执行以下操作之一:继续播放。终止。移至虚声部列表。虚声部列表是一种虚拟环境,在这个环境中,声音引擎会监视列表里的声音的特定参数,但不会执行声音处理。如果您选择了该选项,对象则会根据其音量从实声部移至虚声部(反之亦然)。如果音量恢复至音量阈值以上,或声音的数量低于同时播放声音的限制,那么这些对象会自动恢复为实声部。有关音量阈值设置的详细信息,请参阅 “Specifying ...
优化 CPU 用量
Wwise 帮助文档
Optimizing voices同时播放的实声部数(即实际播放的声音数)会对 CPU 用量产生很大的影响。为了降低声部所用的 CPU 处理资源数量,可使用以下设置来减少同时播放的声部数:Playback Limit(播放限值):决定同一时间最多可播放多少个声音实例。Priority(优先级):决定在超出播放限值时要终止哪些声音或将哪些声音发送到虚声部。Virtual Voices(虚声部):表示运行时出现但若降到规定音量阈值以下或超出规定播放限值便不予实际播放的声音。建议的虚声部行为为 Kill if finite else virtual(若非无限循环则终止,否则发送到虚声部)。请参阅 “Advanced category: Actor-Mixer Hierarchy objects”一节。有关详细信息,请参阅管理优先级。优化效果器效果器会消耗 CPU 处理资源。总的来说,CPU 用量会随同时播放的效果器实例数增加 ...
使用 Wwise
Wwise 帮助文档
本章节介绍各个 Wwise 视图的功能以及如何利用其快速投入工作。认识 Project Explorer 视图– 了解界面元素;设置显示选项;使用 Project Explorer Search;使用 Project Explorer 工具栏。认识 Event Viewer 视图– 浏览、排列、筛选和设置显示选项。了解 Property Editor—an overview including dynamic mixing techniques using playback limit, distance-based priority, and virtual voice behavior.认识 Contents Editor 视图– 简要介绍各种对象类型;添加对象;对对象进行重新排序;在窗格之间拖动对象;展开和收起列表;试听对象和音频源。认识 Transport Control ...