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
Device 更新 改进后的跨平台 System Audio Device 支持针对所选平台统一设置 3D Audio,而不再需要为每个平台单独应用混音器插件。现在允许在 System Audio Device 中将发送到终端的输出设为不同的类型:Main Mix、Passthrough Mix 和 Object。终端具体能接收哪些类型的输出要看平台关联了怎样的 Audio Device 属性。对此,用户可根据需要在 Audio Device Editor 中加以配置。比如,若启用 Allow 3D Audio 选项,Audio Device 将尝试激活平台的现有 3D Audio 功能。注意,只有在平台支持的情况下才会激活 3D Audio。若禁用该选项,则将停用所有潜在 3D Audio 功能。 为帮助 Audio Device 针对工程支持的各个平台选用最佳配置,我们还额外添加了其他一些属性。
Device 允许快速设定相关属性、依据输出类型显示电平并及时更新设备信息。 改进后的跨平台 System Audio Device 支持针对所选平台统一设置 3D Audio,而不再需要为每个平台单独应用混音器插件。现在允许在 System Audio Device 中将发送到终端的输出设为不同的类型:Main Mix、Passthrough Mix 和 Object。终端具体能接收哪些类型的输出要看平台关联了怎样的 Audio Device 属性。对此,用户可根据需要在 Audio Device Editor 中加以配置。比如,若启用 Allow 3D Audio 选项,Audio Device 将尝试激活平台的现有 3D Audio 功能。注意,只有在平台支持的情况下才会激活 3D Audio。若禁用该选项,则将停用所有潜在 3D Audio 功能。 为帮助 Audio Device ...
Even!) 现存学习材料存在的问题 学习的确是快乐的,然而在试图将所学转化为实践的过程中我意识到几个问题: 许多介绍游戏互动音乐的材料,侧重点都是受游戏引擎驱动的音乐设计,在音频引擎不受游戏引擎驱动情况下的设计很少被提到; 游戏中对于不同技术的使用总是“你中有我我中有你”,这也是为什么会出现Hybrid这种称呼(而Hybrid对Kejero与Olivier Deriviere来说可能指的又是极其不同的东西); 处理方法的称呼方式不固定——Vertical Techniques也被称为Vertical Remixing、Layering、在某些地方甚至直接以Multitrack作为“Jargon”来代表这类技术; 通过混音技术实现的互动音乐创作手法没有得到足够的关注,而这恰恰是Olivier Deriviere的Hybrid(Audio+MIDI)方法中的复杂性所在,也是更加复杂的音乐设计可能性得以存在的基础。
The correct number of audio channels can be automatically detected or specified explicitly in the plug-in's associated XML file. Channel Router The Wwise Channel Router Plug-in is a Wwise mixer plug-in that allows sound designers and developers to route and mix multiple busses with different channel configurations into a single output device. This is especially useful in LBE when a single output ...
Dynamic system uses actual team- and venue-specific audio files Original Article shared from Sports Video Group News. NFL broadcasts this season will use “enhanced” crowd sound. The league’s technology kit for this includes the Wwise platform, Audiokinetic’s authoring software for interactive media and videogames. This will let so-called audio-sweetener mixers access and mix sounds collected from ...
Audiokinetic has been a key player in the development and advancement of spatial audio, offering solutions from ambisonics, Convolution Reverb, and other mixer plug-ins, to supporting third-party binaural technologies. Today, spatial audio is quickly becoming central to the success of any AR/VR/MR project and interactive media projects at large, and our team at Audiokinetic was proud to introduce ...
Only through B-Format can we get the correct spatial position of the sounds, and then perform processing such as mixing and editing. Considering the differences in channel order, weight and quantization, B-Format can be further divided into several sub-formats. The following two are commonly used: Furse-Malham and AmbiX (ACN ordering with SN3D normalization). The former is referred to as FuMa for ...
We tried using a single asset and raising the pitch inside Wwise, pitch randomization inside a scale, and making sequences with multiple assets. We ended up with a mix of all these options, depending on the importance and the priority.For sounds that are more detailed and higher in priority, like the merges for example, we crafted unique assets for a sequence, and the sequence not only goes up in ...
The game has tons of audio and several instances of rather complex audio behaviour; therefore, Wwise was an obvious choice for audio integration software due to its versatility and ability to mix, monitor, and optimize performance via remote connect and during gameplay. Additionally, for me as sound designer and composer, one of the greatest benefits of using Wwise is the massive amount of control ...
So when and where music and sounds occur, stylistic/artistic decisions, branding and trailer music, systems and solutions for implementation, memory and optimisation, recording mixing and mastering, occasional overwhelmed panicking…I’ve been using the word “holistic” a lot recently to describe how I approach music and audio design. To me this means thinking about the complete interactive audio experience ...
There is no need to wait for any integration to be done to have a great sounding mix (hence the choice of User-Defined positions and auxiliary sends when possible)! You can simulate an entire playthrough of the game by using the core Events you created and by mixing the game. This way, you can set up your ducking system, fine-tune your RTPC's curves, and deliver fully functional and mixed SoundBanks ...
Wwise version 2021.1 has evolved to provide a comprehensive authoring environment that fully leverages audio objects while enhancing the workflow for all mixing considerations. Finally, the third part will share a series of methods, techniques, and tricks that have been employed by sound designers and composers using audio objects for recent projects. Encoding Spatialization - An Historical Overview ...
I also work with the orchestration and live production team (around 80% of our score is live recorded) and collaborate with our music mixer. AoE IV is a real-time strategy game, the fourth major release of a much-loved franchise that goes back 25 years. AoE IV shipped in October 2021, with eight unique civilizations (‘Civs’) - French, English, Chinese, Mongols, Holy Roman Empire, Abbasid, Delhi Sultanate ...
SONORUM
音频人脉网
Studio Lab SONORUM is a turnkey complete audio solution, or a la carte audio production, recording, sound design, integration and mixing services studio. We are here to serve Video games, Interactive Medias and Films producers SONORUM leader is a 3D audio hands-on surround sound specialist since 15+ years. We are VR, AR and 360 video ready for recording and post/integration. We are here to be your ...
Hammer & Spark are an audio production company primarily focused on delivering soundtracks for linear VR experiences and 360 video. This incorporates dialogue and Foley recording, editing and mixing as well as audio implementation via Wwise.
CONNECT+ECHO
音频人脉网
Sound Design / Audio System Integration 3D Audio Design / Mixing / Recording Audio Production / etc...
El Zorro Azul
音频人脉网
Our team works composition, sound design, audio implementation, foley, field recording, dynamic mixing, dialogue recording and audio programming. We are innovative team from Argentina that is working in the industry for years now. Dont doubt in contact us.
Luca Fusi
音频人脉网
Luca is an independent Technical Sound Designer with about five years' Wwise experience whose past clients include Microsoft, Wabi Sabi sound and PopCap Games. He's available for end-to-end consultation and design including systems design, implementation, asset creation, mixing and general troubleshooting.
Lydplaneten studio
音频人脉网
is an Norwegian based company which involves several professional freelancers coming from all media. Music (recording, mixing mastering), Videogames and Film.
Syndicate 17
音频人脉网
Syndicate 17 specializes in sound design, music production, dialogue production (full voice over services), and audio implementation for Location-Based Attractions and Virtual Reality, Augmented Reality, & Mixed Reality products. Some of Syndicate 17’s most recent work includes audio for MediaMation’s REACTIVR, first shown at IAAPA 2015; Intel's/5D Global's "Leviathan", featured at Sundance New ...