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
We'll be taking a look at the new features & improvements coming to the full release of Wwise 2023.1 in the fall and available today as part of the Beta; increased Effects per object, support for Apple Spatial Audio, addition of Reverb Zones, Wwise Browser in Unreal, extensive WAAPI & WAQL updates, and more! Read the blog for details: https://blog.audiokinetic.com/en/wwise2023.1-whats-new/ ...
Dive into the Audio of STAR WARS Jedi: Survivor with some of Respawn Entertainment's Audio Team! Watch this exclusive deep dive into the audio magic behind STAR WARS Jedi: Survivor! Join us as Nick von Kaenel (Audio Director), Alex Barnhart (Lead Sound Designer), and Colin Grant (Music Designer) from Respawn Entertainment reveal how they used Wwise to bring this epic game to life. Sound Design Mastery: ...
Join Alexander Horowitz, a renowned game audio director and composer from the South-East of England. Alexander has a stellar track record, having led audio teams at Studio Gobo on Hogwarts Legacy and at Andy Serkis' Imaginarium, working on iconic AAA titles like Red Dead Redemption 2, GTA V: Online, and Madden NFL 17. In this presentation, Alexander will delve into the intricacies of managing game ...
Join Simon Ashby as he unpacks the latest advancements and features in Wwise, including: UI Framework: Get an in-depth look at the new UI Framework and roadmap to see how it can streamline your workflow. Game Integrations: Discover the latest updates on how Wwise is simplifying game integrations and version upgrades. UX and Profiler Enhancements: Learn about the improvements in user experience and ...
Date & Time: November 28th at 1pm ET / 10am PT Join us at Wwise Worldwide Online Expo! For this year's online reunion, the Audiokinetic team will be going in depth with what's new in Wwise 2023.1, as well as announcing some exciting Strata news. See the schedule: https://info.audiokinetic.com/en/wwise-worldwide-online-expo-2023 00:00:00 Start 00:04:09 Introduction 00:06:05 Overview 00:06:21 Wwise ...
A lot of people have downloaded this list from the School of Video Game Audio’s website when I first posted it for GDC 2015, so I've made some updates for this coming GDC 2023. Hopefully this will help make your time attending GDC in-person or virtually as effective and rewarding as possible. I’ve spoken at GDC events several times since 2003 and have had fun picking up a few things along the way.
We’re excited to finally be back on the Expo floor at GDC 2023, taking place March 20-24 at the Moscone Center in San Francisco! We have some exciting presentations happening at our booth space & an incredible team for you to meet on the ground.{{cta('384d286a-5a65-4558-9a72-56fb435e41ec')}}Visit us at Expo booth S941 to discover how Wwise 2022.1 and Strata simplify the work of programmers and ...
Wwise 2023.1 is live and now available to install from the Audiokinetic Launcher.  Here is a summary of the new features: Spatial Audio 3D Audio Dolby Wwise Partnership Apple Spatial Audio Support Android Spatial Audio Support Acoustic Simulation Continuous Ray Casting Room Containment Improved Portal Reflections Revised Room Aux Send Model Reverb Zones Reflect Phasing Mitigation Unreal Obstruction ...
Wwise 2023.1 includes the largest Wwise Authoring API (WAAPI) update since the introduction of the API in 2017. If you haven't seen What's New in Wwise 2023.1 already, I welcome you to take a look. The list of changes related to WAAPI is huge. In this blog, we will take a closer look at some of the changes we made. But What Is WAAPI? WAAPI is used to communicate with the Wwise Authoring application ...
Wwise 2023.1 现已推出并可通过 Audiokinetic Launcher 下载。下面来简要介绍一下该版本中都有哪些新增功能。 Spatial Audio 3D Audio Dolby Wwise 整合 Apple 对 Spatial Audio 的支持 Android 对 Spatial Audio 的支持 声学模拟 连续射线投射 Room 几何关系检测 对 Portal 反射实施了改进 对 Room Aux Send 模型进行了完善 Reverb Zone 减弱 Reflect 的相位偏移效应 Unreal Obstruction/Occlusion 改进 设计工具 增加了单个对象可应用的效果器数 Loudness Normalization 模式和 Target 为 Project Migration 对话框添加了 Source Control 支持 UI 改进 ...
Wwise 2023.1 包含自 2017 年引入 API 以来对 Wwise Authoring API (WAAPI) 最大幅度的更新。如果还没看过 Wwise 2023.1 新增功能,建议先了解一下。里面列出了大量与 WAAPI 相关的改进。在本文中,我们来详细说说其中的一些改进。 何为 WAAPI? WAAPI 用于通过外部应用程序(如 Python 脚本或 C++ 程序)与 Wwise 设计工具进行通信。有关详细信息,请参阅以下页面:https://www.audiokinetic.com/zh/library/edge/?source=sdk&id=waapi.html。借助 WAAPI,可执行以下常见任务: 导入音频文件 创建对象结构 生成 SoundBank 查询工程(通过 WAQL) 等等 事实上,各位可能在不知不觉中已经用到了 WAAPI。比方说,以下场合就有使用: ...
If you’ve scanned across the list of new features for Wwise 2023.1, and indeed, there are many, you may have come across a curious phrase: “Revised Aux Send Model”. What on earth is that!? Well that, my good reader, is the subject of this article. I will outline the changes made to Wwise Spatial Audio, explain how it works under the hood while spilling the nitty details and underlying motivations.
如果各位了解过 Wwise 2023.1 的新增功能,可能会注意到文档中有这么一句话:“对 Aux Send 模型进行的完善”。这个到底是什么意思呢?今天我们就来详细说说。在此,我会简要介绍对 Wwise Spatial Audio 所做的改进,并详述背后的设计理念、个中细节以及深层动机。不过有一点要提醒大家,内容可能会稍微偏技术。本文主要针对至少在 Wwise 中设置过 Room 和 Portal 或创建过 Room 辅助总线的用户。假如您刚开始使用 Spatial Audio,请先从 Audiokinetic Launcher 下载示例工程,并在 Unreal 或 Unity 地图中设置一些 RoomVerb 效果器。这样可能会从本文中获得更多收获。在 Wwise 2023.1 中,我们对 Spatial Audio 的信号路径做了逐步的改进。无论是在可用性还是灵活性方面,都有不小的提升。
An Intro To Reverb Zones Wwise 23.1 adds a new tool to Wwise Spatial Audio called Reverb Zones. A Reverb Zone is a region inside of a Room that doesn’t connect to other Rooms via Portals, but instead uses geometry to define where transitions happen. As an extension of Rooms and Portals, these zones allow you to carve out spaces, with their own reverbs and room-like properties that might not be well ...
Reverb Zone 简介 在 Wwise 23.1 中,我们为 Wwise Spatial Audio 增添了一个名为 Reverb Zone 的工具。Reverb Zone 本质上来说是 Room 内的区域。不过它并不通过 Portal 与其他 Room 连通,而是使用几何构造来定义发生过渡的位置。作为对 Room 和 Portal 的扩展,这些区域方便划分具有自己的混响和类似 Room 特性的空间。通常,定制的 Room 无法很好地满足这些需求,要么在放置 Portal 时会受到一定的限制。本文将通过若干虚构的游戏开发场景来展示如何借助 Reverb Zone 解决设计难题,并指出都有哪些常见的设计误区可能会带来不符合预期的结果以及如何加以变通。首先声明,我使用的是 Unreal。在 Unreal 中,可以像 Spatial Audio Volume 一样轻松放置 Reverb Zone。
In today’s post, we will do a deep dive into an interesting acoustic phenomenon called “phasing” which may be encountered when modeling the acoustics of a given environment.  We will first take a brief moment to examine some of the underlying physics of phasing before we showcase the new tools that Reflect offers in Wwise 23.1 that help minimize some of the undesirable qualities of phasing. What is ...
在今天的博文中,我们将深入探讨在对给定环境进行声学建模时可能会遇到的一种有趣声学现象:相位偏移。我们先简单了解一下相位偏移的基本物理特性,然后再展示 Reflect 在 Wwise 23.1 中提供的新工具。借助这些新工具,可最大限度地减弱相位偏移的不良影响。 什么是相位偏移? 说到相位偏移,我们一般会用通过管道听到的声音来形容。有时也会拿喷气式飞机从头顶飞掠而过的声音效果来类比。在以下示例中,我们选了一段未经修改的鼓声(上),然后向其应用了相位偏移处理(下): 我们注意到,带相位偏移的片段有种声音在空间中回荡的感觉!相位偏移*经常被用作音乐中的创意效果,但这种效果本身并不局限于音频插件或踏板。现实生活当中也存在相位偏移!在以下视频中,我们可以清楚地听到喷泉噪声的相位偏移效应: 相位偏移的基本物理特性 首先,让我们来谈谈波的干涉,它是理解相位偏移的基础。在两列波相遇时,会产生某种形式的干涉。
Wwise SDK 2024.1.8 版本说明 2023.1 This page lists the new features and migration notes associated with the Wwise 2023.1 major version, as well as release notes for minor versions including beta releases. 新增功能概述 2023.1 重要的迁移说明2023.1 版本说明 2023.1.10 版本说明 2023.1.9 版本说明 2023.1.8 版本说明 2023.1.7 版本说明 2023.1.6 版本说明 2023.1.5 版本说明 2023.1.4 版本说明 2023.1.3 版本说明 2023.1.2 版本说明 2023.1.1 Release ...
Wwise SDK 2024.1.8 新增功能概述 2023.1 目录 Spatial Audio3D AudioDolby Wwise 整合 Apple 对 Spatial Audio 的支持 Android 对 Spatial Audio 的支持 声学模拟连续射线投射 Room 几何关系检测 对 Portal 反射实施了改进 对 Room Aux Send 模型进行了完善 Reverb Zone 减弱 Reflect 的相位偏移效应 Unreal Obstruction/Occlusion 改进 设计工具增加了单个对象可应用的效果器数 Loudness Normalization 模式和 Target 为 Project Migration 对话框添加了 Source Control 支持 UI 改进为 Audio Device 添加了 Secondary ...
Wwise SDK 2024.1.8 重要的迁移说明2023.1 鉴于 2023.1 中的有些新增功能(参见 新增功能概述 2023.1 章节),在迁移到 Wwise 2023.1 之前有些重要事项需要注意。 WwiseConsole 现在参数总是与 CWD 相对 之前,WwiseConsole 的 convert-external-source 和 generate-soundbank 命令有时会将参数解析为相对于工程目录的路径。现在所有传给 WwiseConsole 的路径都是跟主机当前工作目录相对的。 更改了可执行文件的位置 现在将之前存放在 Authoring/x64/Release/bin/Tools 下的可执行文件存放到了与 Wwise.exe at Authoring/x64/Release/bin 相同的目录下。 若工程使用了 FilePackager ...