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
Generally, this is the person who created the Company entry in the first place, though the role can be reassigned by contacting us. Are you involved in our business dealings with developers? No, definitely not. We are simply trying to help developers find you. Currently, this means that they would look in the directory, search for the location, or services, or languages ...
Samples
Wwise SDK
For more assistance and information, contact support. Sound Engine Sample DLL This DLL combines the various modules of the sound engine and simplifies integration by providing simple functions for initialization, termination, and so on. If you choose to combine all sound engine-related libraries into a single DLL to use in the Windows version of your game, you can start from this sample project to ...
Creating Sound Engine Plug-ins
Wwise SDK
If you are a plug-in provider and wish to ensure that your plug-ins will not have the same ID as plug-ins from other vendors, please contact support@audiokinetic.com to obtain a reserved company ID. Plug-in Static Registration Various instances of audio plug-ins are all handled by the Plug-in Manager, which recognizes different plug-in classes using both CompanyIDs and PluginIDs. Plug-ins must be ...
Spatial Audio Experimental Features
Wwise SDK
To provide comments and suggest improvements on experimental features, contact opene.nosp@m.ars@.nosp@m.audio.nosp@m.kine.nosp@m.tic.c.nosp@m.om.
AkInitSettings
Wwise SDK
Will print error messages in the log if invalid values are found at various point in the pipeline. Contact AK Support with the new error messages for more information. 更多... bool bOfflineRendering Enables/disables offline rendering. 利用 Wwise 进行离线渲染 更多... AkProfilerPushTimerFunc fnProfilerPushTimer External (optional) function for tracking performance of the sound engine that is called when a ...
Adding Plug-ins
Wwise Unity 集成
If you do not have a valid license, contact us. Evaluation licenses are always free. If you want to create a new Effect plug-in for Wwise (and then Unity), read section Creating New Plug-ins. For iOS, tvOS, and Nintendo Switch, plug-ins must be provided as static libraries. See Plug-in Static Registration. Plug-ins that are included with the integration are automatically registered in a corresponding ...
For other types of projects, please contact us. In all the pricing tables below, the Indie plan is valid for projects with a production budget up to $250K; Pro prices are for projects with a production budget up to $2M; Premium and Platinum prices are for projects with a production budget greater than $2M. All prices ...
AUDIOKINETIC Wwise Technology. If you believe the production of the Project will go beyond its Expiration Date, you may contact Sales at any time to request an extension. Terms specific to Projects for students: Each time students in a course begin a Project, they must register and create a specific Project associated with a course. The Expiration Date for your Project will be the earlier ...
Creating a Custom State Group
Wwise Interactive Music
This is because the need to transition between the Combat and Explore music will occur frequently, based on enemy contact during the game. A special approach to handling this Transition will be needed. For this lesson you’ll be associating Gameplay with the Combat music. In Lesson 7, you’ll learn an advanced approach to integrating the Explore and Combat music so that they ...
Could not initialize 3D audio.
Wwise 帮助文档
An operating system error has prevented initialization of the binauralization subsystem.推荐的解决步骤:Configure the Audio Device to use a different hardware device using AkOutputSettings::idDevice.Contact Audiokinetic Support if you expect the current hardware device to support binauralization.另请参阅:“了解基于对象的音频”一节“System Audio Device 的作用”一节
Device to be able to consume microphone input.可能的原因:The hardware device that is configured for audio input cannot emit a mono signal.推荐的解决步骤:Configure a different audio input device in the iOS system settings.If this error persists with multiple input devices, contact Audiokinetic Support.
Error processing convolution effect.
Wwise 帮助文档
Pertains to AK Convolution Reverb. An unexpected error occurred while processing.推荐的解决步骤:重新生成 SoundBank 和媒体。If the problem persists, it might be caused by faulty hardware, a bug in the game, or Wwise itself. In this case, contact Audiokinetic Support.
Failed creating hardware-accelerated voice.
Wwise 帮助文档
“无法创建启用了硬件加速的声部。”若声音采用了硬件加速的音频格式,而其又无法从平台操作系统获取相应的资源来启动解码,则会出现此错误。这时将无法播放该声音。可能的原因:SoundBank 或媒体损坏可能会导致出现此问题。超出声部数限值或为硬件操作预留的内存量。推荐的解决步骤:重新生成 SoundBank 和媒体。If the problem persists, it might be caused by faulty hardware, a bug in the game, or Wwise itself. In this case, contact Audiokinetic Support.
“未知 IO 设备错误”。此错误表示在 I/O 设备上执行 Read(读取)或 Write(写入)操作时出现错误。The actual error is device-specific and reported in the message. 若游戏运用自行实现的 I/O 挂钩,则可能出现此错误。推荐的解决步骤:将调试程序连接至 I/O 挂钩代码。If you do not have a custom I/O hook, contact Audiokinetic Support.
OpenSSL
Wwise 帮助文档
For written permission, please contact openssl-core@openssl.org. 5. Products derived from this software may not be called "OpenSSL" nor may "OpenSSL" appear in their names without prior written permission of the OpenSSL Project. 6. Redistributions of any form whatsoever must retain the following acknowledgment: "This product includes software developed by the OpenSSL Project for use in the OpenSSL ...
Get the latest version of the project files from the depot and save them in your client workspace.Select and configure your Source Control plug-in in Wwise.For more information on installing and configuring Perforce, contact your system administrator, or consult the Perforce documentation.You can select and configure the Source Control plug-in in the Project Settings dialog. For more information, ...
Creating sources using plug-ins
Wwise 帮助文档
For more information, contact the Audiokinetic sales team at: sales@audiokinetic.com. To add a source plug-in:Load an object into the Property Editor. In the Contents Editor, click Add Source. The Source menu is displayed with a list of source plug-ins that are available.NoteSource plug-ins that were created for a specific platform will be unavailable in the source plug-in list for all ...
Defining Dialogue Event settings
Wwise 帮助文档
For example, in a fighting match, you might not want the commentator to say something each time contact is made. To avoid the over-triggering of audio in this type of scenario, you can reduce the probability setting for the Dialogue Event.The Mode setting gives you additional control over the behavior of the Dialogue Event in situations where several paths match the current condition of the game. ...
If this is the case, contact Audiokinetic Support.Increase command queue memory size, see AkInitSettings::uCommandQueueSize .See also: Monitoring and troubleshooting with the Performance Monitor Profiler Settings
Could not register plugin.
Wwise 帮助文档
The specified Dynamic Library for a plug-in was found on disk but there was an error while loading the library. This is a typical symptom of external dependencies of the plug-in not being present at load time.Recommended resolution steps:If this is a third party plug-in (not made by Audiokinetic), read the documentation about the plug-in to validate prerequisites.Contact the plug-in vendor for support.