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
“Gameplay first” is one of the core values at Blizzard Entertainment. So, naturally and however challenging, the audio team behind Overwatch decided to set an ambitious "Play by Sound" objective towards directing and influencing gameplay, rather than simply enhancing gameplay, via audio. In partnership with Dolby Atmos and Audiokinetic, the Overwatch audio team developed the game with the Dolby Atmos ...
Or: How I learned to stop worrying and love the brief. Photo: That’s me, at home, struggling to alternate between VR and coder- reality Introduction "OK, so what's this guy selling?", I hear you ask. That's a fair point (ha-ha). After all, building DSP plug- ins for various audio APIs has been an activity I've built my career around. However, it's precisely that experience that has taught ...
Developing for next-generation gaming platforms does not happen overnight. It takes months, even years, of planning and often involves a certain degree of speculation when it comes to what the technology will allow you to do. Microsoft Game Studios’ (MGS) FASA Studio began production on Shadowrun over two before the technology to produce such a game was available. Shadowrun is the first title to be ...
With the Wwise-101 and Wwise-201 certifications, you learnt how to build fantastic interactive audio and music content. You hooked up every property you could think of to RTPCs and States, you created sophisticated effects, you set mixing rules to ensure focus and clarity, and you added all sorts of variations to eliminate repetitions. Perhaps, you approached the development of your first game with ...
Disallow_Midtrack_Transition,或在特殊情形下使用代码触发器改为 Immediate_Transition。如此一来,便可为一个路径设置三种不同的过渡规则。 为了避免游戏在每一帧反复尝试更新音乐的状态,系统会等到音轨中出现标记再触发更新。在音轨中间出现 Update_Faction_Higher_Priority 标记时,系统会根据当时音乐队列中优先级最高的信息来更新音乐状态;比如,假设当前音轨为 Normal - High Elves,然后为标记提供了 Enemy Sieging City - Dark Elves 信息,系统会更新音乐层级结构参数路径和过渡中使用的 State(状态)。利用优先级队列,我们可以做出相应的创作决策。如此一来,即便马上要触发 Recruited Hero State,假如 Battle Winning State 已在队列中,也会优先触发后者。
Introduction In this document, I will try to explain the different principles that we applied while profiling and optimizing the audio side of our game, Scars Above. This is intended to help fellow sound designers by giving them insight into processes we went through and offering advice on how to approach and plan for audio optimization.Even though this is not entirely aimed at senior-level colleagues ...
Dive and explore the underwater depths with the newest Strata collection, Submersion. This collaboration between Spectravelers and Audiokinetic will provide you with an extensive collection dedicated exclusively to underwater experiences and soundscapes. About Spectravelers We are two senior sound designers, each with over 10 years of experience each. Our shared passion for audio brought us together ...
PinEventInStreamCache
Wwise SDK
Wwise SDK 2024.1.8 AKSoundEngine ◆ PinEventInStreamCache() [1/2] AKSOUNDENGINE_API AKRESULT AK::SoundEngine::PinEventInStreamCache ( AkUniqueID in_eventID, AkPriority in_uActivePriority, AkPriority in_uInactivePriority ) Starts streaming the first part ...
PinEventInStreamCache
Wwise SDK
Wwise SDK 2024.1.8 AKSoundEngine ◆ PinEventInStreamCache() [2/2] AKSOUNDENGINE_API AKRESULT AK::SoundEngine::PinEventInStreamCache ( const char * in_pszEventName, AkPriority in_uActivePriority, AkPriority in_uInactivePriority ) Starts streaming the first ...
_ak_audio_object_8h_source
Wwise SDK
AkAudioObject() 49 :key(AK_INVALID_AUDIO_OBJECT_ID) 50 ,cumulativeGain(1.f, 1.f) 51 ,instigatorID(AK_INVALID_PIPELINE_ID) 52 ,priority(AK_DEFAULT_PRIORITY) 53 {} 54 55 /// Destructor 56 ~AkAudioObject() 57 { 58 arCustomMetadata.Term(); 59 objectName.Term(); 60 } 61 62 static const AkUInt64 kObjectKeyNumBits = 56; 63 static const AkUInt64 kObjectKeyMask ...
AkPlatformInitSettings
Wwise SDK
Wwise SDK 2024.1.8 所有成员列表 | Public 属性 AkPlatformInitSettings结构体 参考 #include <AkAndroidSoundEngine.h> Public 属性 AkThreadProperties threadLEngine Lower engine threading properties 更多... AkThreadProperties threadOutputMgr Ouput thread threading properties 更多... AkThreadProperties threadBankManager Bank manager threading properties (its default priority is AK_THREAD_PRIORITY_NORMAL) ...
ActorMixer
Wwise SDK
LowpassVoice LPFint160[ 0 , 100 ]trueAdditivetrue MakeUpGainMake-Up GainReal640[ -96 , 96 ]trueAdditivetrue MaxReachedBehaviorWhen Priority is Equalint160可能的值: 值 显示名称 0Discard oldest instance 1Discard newest instance trueNonefalse MaxSoundPerInstanceSound Instance Limitint1650[ 1 , 1000 ]trueExclusivetrue MetadataMetadataList 可能的类型: Metadata MidiBreakOnNoteOffMIDI Break On Note-OffboolfalseNonetrue ...
BlendContainer
Wwise SDK
LowpassVoice LPFint160[ 0 , 100 ]trueAdditivetrue MakeUpGainMake-Up GainReal640[ -96 , 96 ]trueAdditivetrue MaxReachedBehaviorWhen Priority is Equalint160可能的值: 值 显示名称 0Discard oldest instance 1Discard newest instance trueNonefalse MaxSoundPerInstanceSound Instance Limitint1650[ 1 , 1000 ]trueExclusivetrue MetadataMetadataList 可能的类型: Metadata MidiBreakOnNoteOffMIDI Break On Note-OffboolfalseNonetrue ...
MusicPlaylistContainer
Wwise SDK
LowpassVoice LPFint160[ 0 , 100 ]trueAdditivetrue MakeUpGainMake-Up GainReal640[ -96 , 96 ]trueAdditivetrue MaxReachedBehaviorWhen Priority is Equalint160可能的值: 值 显示名称 0Discard oldest instance 1Discard newest instance trueNonefalse MaxSoundPerInstanceSound Instance Limitint1650[ 1 , 1000 ]trueExclusivetrue MetadataMetadataList 可能的类型: Metadata MidiTargetMIDI TargetReference 可能的类型: RandomSequenceCont ...
MusicSegment
Wwise SDK
LowpassVoice LPFint160[ 0 , 100 ]trueAdditivetrue MakeUpGainMake-Up GainReal640[ -96 , 96 ]trueAdditivetrue MaxReachedBehaviorWhen Priority is Equalint160可能的值: 值 显示名称 0Discard oldest instance 1Discard newest instance trueNonefalse MaxSoundPerInstanceSound Instance Limitint1650[ 1 , 1000 ]trueExclusivetrue MetadataMetadataList 可能的类型: Metadata MidiTargetMIDI TargetReference 可能的类型: RandomSequenceCont ...
MusicSwitchContainer
Wwise SDK
LowpassVoice LPFint160[ 0 , 100 ]trueAdditivetrue MakeUpGainMake-Up GainReal640[ -96 , 96 ]trueAdditivetrue MaxReachedBehaviorWhen Priority is Equalint160可能的值: 值 显示名称 0Discard oldest instance 1Discard newest instance trueNonefalse MaxSoundPerInstanceSound Instance Limitint1650[ 1 , 1000 ]trueExclusivetrue MetadataMetadataList 可能的类型: Metadata MidiTargetMIDI TargetReference 可能的类型: RandomSequenceCont ...
MusicTrack
Wwise SDK
LowpassVoice LPFint160[ 0 , 100 ]trueAdditivetrue MakeUpGainMake-Up GainReal640[ -96 , 96 ]trueAdditivetrue MaxReachedBehaviorWhen Priority is Equalint160可能的值: 值 显示名称 0Discard oldest instance 1Discard newest instance trueNonefalse MaxSoundPerInstanceSound Instance Limitint1650[ 1 , 1000 ]trueExclusivetrue MetadataMetadataList 可能的类型: Metadata MidiTargetMIDI TargetReference 可能的类型: RandomSequenceCont ...
RandomSequenceContainer
Wwise SDK
LowpassVoice LPFint160[ 0 , 100 ]trueAdditivetrue MakeUpGainMake-Up GainReal640[ -96 , 96 ]trueAdditivetrue MaxReachedBehaviorWhen Priority is Equalint160可能的值: 值 显示名称 0Discard oldest instance 1Discard newest instance trueNonefalse MaxSoundPerInstanceSound Instance Limitint1650[ 1 , 1000 ]trueExclusivetrue MetadataMetadataList 可能的类型: Metadata MidiBreakOnNoteOffMIDI Break On Note-OffboolfalseNonetrue ...
Sound
Wwise SDK
LowpassVoice LPFint160[ 0 , 100 ]trueAdditivetrue MakeUpGainMake-Up GainReal640[ -96 , 96 ]trueAdditivetrue MaxReachedBehaviorWhen Priority is Equalint160可能的值: 值 显示名称 0Discard oldest instance 1Discard newest instance trueNonefalse MaxSoundPerInstanceSound Instance Limitint1650[ 1 , 1000 ]trueExclusivetrue MetadataMetadataList 可能的类型: Metadata MidiBreakOnNoteOffMIDI Break On Note-OffboolfalseNonetrue ...
SwitchContainer
Wwise SDK
LowpassVoice LPFint160[ 0 , 100 ]trueAdditivetrue MakeUpGainMake-Up GainReal640[ -96 , 96 ]trueAdditivetrue MaxReachedBehaviorWhen Priority is Equalint160可能的值: 值 显示名称 0Discard oldest instance 1Discard newest instance trueNonefalse MaxSoundPerInstanceSound Instance Limitint1650[ 1 , 1000 ]trueExclusivetrue MetadataMetadataList 可能的类型: Metadata MidiBreakOnNoteOffMIDI Break On Note-OffboolfalseNonetrue ...