Wwise 版本

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 project so that you can follow along, but it's not a problem if you do not. {{cta('5216a365-a602-48e1-ad27-6fce09d92a05')}} Feedback in the Mixing Hierarchy If you create an aux send from a bus to another bus that is lower down in the hierarchy, it is possible to create feedback loops in Wwise.  Wwise mixes audio from the leaves of the bus hierarchy and works its way up to the master audio bus.
Topics and demos will include his recent work on the Alien Descent VR experience, dynamically mixing spatial music, and non-repeating/non-linear music as a standalone format outside of games
Tutorial video in Audiokinetic Wwise showing how to create Interactive Music Stingers add. To add more feedback to your interactive music, you can play stingers at key points in the game action. Stingers are brief musical phrases that are superimposed and mixed over the currently playing music. To play a stinger, the game calls a trigger that is associated with a stinger music segment.
Project Hiraeth is the world’s first video game score license to be fully adaptive, professionally mixed and mastered, and recorded with a live orchestra. It features over ninety minutes of original music, responds naturally to player choices, and comes with all the scripting needed to fully integrate into a game in under a week. This blog post explores why, and how, it was created. A GOOD MORNING ...
Topics included: setting expectations when coming onto a new project as a freelance composer, whether implementation is a necessary skill for composers today, thoughts on specialization and getting pigeonholed into that specialty, how to hang on to certain rights, thoughts on mixing sound design and composition work in your portfolio and rescoring existing games in your reels, and overall advice for ...
Wwise, Interactive Music Hierarchy 1:09:49 - In-game sequence with music while muting engine sounds in authoring 1:15:05 - Mixing 1:16:40 - Object-based audio 1:24:04 - Challenges with Event-based packaging 1:29:24 - Thank you Paolo! 1:29:50 - Shoutouts to Paolo's team Links for the Livestream: What's New Beta: https://blog.audiokinetic.com/wwise2022.1-whats-new/ Migration Guide: https://www.audiokinetic.
Router to target specific hardware channels 1:01:20 - Musical Examples from the "Mountains" environment 1:05:40 - Scupltural elements and mixing considerations 1:13:50 - Flexibilty and adaptation at the event in the space 1:22:43 - Musical Examples from the "Games" environment 1:29:17 - Summary of the project 1:34:04 - Outro Audiokinetic: https://hubs.ly/H0C1vhJ0?. Audiokinetic Blog: https://hubs.
Profiling 01:03:17 Wwise 2023.1 - CPU Timeline 01:04:39 Wwise 2024.1 - Memory Allocator 01:05:45 Profiling - Metering, Mastering, Dynamic Mixing 01:06:08 Profiling - Audio Objects, Game Objects, and Acoustics 01:06:35 Focused and Iterative Realtime Workflow 01:06:49 Increased Visibility and Focused Audio 01:06:56 Summer of Beta - Redux 01:07:52 Wwise Free for Indies 01:09:10 Wwise Ecosystem 01:10:02 ...
Shanghai 2024 covers three key aspects of audio porting for mobile: adapting the game?s audio for mobile devices, implementing real-time spatial audio solutions, and designing Dolby Atmos mixing strategies. Watch as they share technical approaches, solutions, and results in Naraka: Bladepoint Mobile. 00:00:00 Project introduction 00:02:12 Mobile audio porting 00:10:49 Spatial audio solution for mobile ...
All of its sounds are in the Weapon Actor-Mixer shown in the image below. The Reflect plug-in is meant to be inserted on an Auxiliary Bus. For the weapon's sounds to be routed to the aux bus with Reflect applied, we need to enable Use game-defined auxiliary sends in the General Settings of the Property Editor. Then, we need to add an aux bus with the Reflect plug-in. In our example, the aux bus is ...
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 ...
About the Example Project Once you have the example project open in Wwise 2019.2, take a quick look around to see what Actor-Mixer objects and RTPC game syncs are included. You will see that notes are included with almost every object, to document a specific function or a related feature.In the Project, the key engine parameters which we looked at over Part 1 are as follows: 1. RTPC_Player_Example ...
Being able to mix a game that requires the music to slap and the sound effects to always be audible.3. Syncing the beat. Transitions and effects Josh Sullivan: I was in charge of all the sound for BPM. My process for creating/mixing sound is quite a strange one. I have more than a decade of experience in video production, so when it came to using a program to mix and mash the sounds that would go ...
What is the expected behaviour when mixing auto-defined soundbanks and a custom IAkLowLevelIOHook? Thank you!
They will sound louder, and sometimes much louder at the same volume level, if mixed with the string instruments (with an attack usually above 50ms). Another example is a gunshot which has an attack shorter than 10ms. It will sound even louder than the percussions. So, sometimes loudness problems can be fixed by just tweaking the asset's attack.   Duration and Reverberation The duration of a sound ...
A common practice for games composers today is to compose and arrange fully mixed music cues in Pro Tools or Logic, then have an implementation specialist drop those files into the game. Music integration, in this case, is seen as a basic technical task. But to score a game with greater nuance, the composer would want to see the title in action while composing and arranging, working in a digital audio ...
Backgrounds_MainMix:  • [Same as Main Mix]:此 Audio Bus 默认包含配置为可供试听 Ambisonics 和 Quad 的背景环境声。对于输出到此 Audio Bus 的声音,将发送到 Audio Device 以便依据 Main Mix 声道格式实施混音,此格式可由终端初始化、由 Audio Device 定义或由 Audio Bus Configuration 定义。 3. UI_PassthroughMix: • [Same as Passthrough Mix]:此 Audio Bus 包含用户界面音效。对于输出到此 Audio Bus 的声音,将由 Audio Device 发送到 Passthrough Mix,并混音为终端初始化的声道格式(如 2.0),同时确保不使用空间化音频技术进行处理。 4. Environmental_AuxBusses: ...
In partnership with Dolby Atmos and Audiokinetic, the Overwatch audio team developed the game with the Dolby Atmos Binaural Mixer plug-in and Wwise.  During Audiokinetic's Wwise Tour, Project Audio Director Scott Lawlor, and Senior Software Engineer 2 Tomas Neumann, presented their work. The considerations, successes and lessons learnt are demonstrated in a series of very educational Wwise Tour videos ...
WAAPI, you can do things like automating audio file imports, Event creation, large property changes, generating SoundBanks, and even creating your own custom GUIs (like your own mixer).  If you’re super crazy, you can even get multiple instances of Wwise to talk to each other (if you need to compare an older version of your project to a newer one, for instance—yes, I’ve done this). Sounds pretty intriguing ...
Audio with the introduction of the object-based pipeline in 2021.1, along with the creation of workflows to help guide and adapt mixes for platforms that can leverage the precision of Spatial Audio. With the ability to inform and route sounds with positioning precision, the mix can be adapted across any channel configuration, including headphone binauralization, with high accuracy. Wwise 2023.1 continues ...