Wwise 版本
- Sample Project
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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
TiKkO Rome
音频人脉网
Dolby Atmos Certified Mix Engineer and Sound Designer. My expertise is pretty much anything that has to do with sound. I've been tracking and working in post-production in one form or another for over 20yrs. I work out of Deadly Mix Studios, where we have just about the most amazing Dolby Atmos 7.2.4 rig you could ever imagine. While working in immersive audio has been the main thing I've been doing ...
Audiokinetic. https://www.audiokinetic.com/ In this video, Walter Murch?s ?Dense Clarity, Clear Density? is referenced as their inspiration for their mix approach. They talk about how they tried HDR Audio but ended up designing a system that always ?hears? what is important for the player at any given moment: Who is the player's greatest threat? Who are they looking at? Who is looking at them? Who ...
Mixing voice in games can be a major logistical challenge, with thousands or even hundreds of thousands of lines, often multiplied by the number of full localized languages. With a “one-to-one event” VO implementation approach, where VO structure is built in the Actor-Mixer Hierarchy like other sounds, dialogue can become the largest single feature in a Wwise project, quickly dwarfing all others. ...
Dialogue is the heart of many games, carrying the story and connecting players to characters. But how often have you found crucial dialogue buried under the roar of the game's soundscape? Today, we’re diving into “surgical dialogue mixing” - a method that lets your dialogue cut cleanly through the gameplay mix, without sacrificing any parts of the soundscape that are not actually conflicting with ...
Audiokinetic Partners with Meta to Power Immersive Audio Experiences in Virtual and Mixed Reality
网站
Montreal, Canada – July 9th, 2025 - Audiokinetic Inc., the leading provider of cross-platform interactive audio solutions, today announced a strategic partnership that will empower developers to create even more immersive audio experiences for virtual reality (VR) and mixed reality (MR) applications. As of June 2025, Audiokinetic will host Meta's XR audio SDK plug-in for Wwise on their developer site ...
Wwise 2017.2 is out, and amidst a lot of great improvements and under-the-hood optimizations, an exciting new feature is the expansion of Wwise’s State-based mixing options, providing greater flexibility and power in controlling your mix. In the 2017.1 release, you may have noticed a few new options in the States tab, such as the ability to control Aux Send Volumes and even the Duration of Transitions ...
https://blog.audiokinetic.com/tell-me-why-audio-diary-part-4- ing-and-mastering
"Tell me Why" was released on Xbox and PC and it fully supports 5.1 surround sound. Working on a narrative game involves a specific approach regarding the final mix. We cannot only rely on a full systemic approach because each cinematic or narrative moment is unique and tells the player a specific emotion. We constantly needed to adapt the audio to make the player feel comfortable and not being disturbed ...
Introduction HDR (High Dynamic Range) is a feature within Wwise, which is a very powerful tool for mixing and managing the output dynamic range of your project. I have been fortunate enough to use Wwise for most of my game audio career, and have been slowly delving into the world of HDR more and more recently. While this feature has been around since at least Wwise 2013.1, I believe there are still ...
Enotria: The Last Song, developed by Jyamma Games, is a Soulslike action RPG set in a world inspired by Italian folklore and traditional theatre. At its core, the game blends melee combat and magic attacks with music, in a way that every sound effect is designed from musical instruments. This particular approach presented an interesting challenge during the mixing phase.In this article, Audio Director ...
In this session we'll deep dive into Sound Designing and Mixing for Trailers and Cinematics. We'll touch on frequency divisions, time divisions, music interactions, story, creative sound designing, dialog mixing and more. The importance of Dev/Marketing/Outsource communication pipelines will be explained as well. Some examples outside of the game realm might be used as well as a direct tie-back. Time ...
This educational video contains supportive content to lesson 6 from the Wwise-101 Certification course. To follow along and access complete course content, please visit: https://www.audiokinetic.com/courses/wwise101/ Topics: 00:22 Creating a New Mixing Desk 02:05 Customizing the Display 03:47 Creating Additional Mixing Desks
Wednesday, March 13th at 12pm ET / 9am PT On Wednesday, March 13th at 12pm ET / 9am PT, we'll be joined by special guests Stefan Randelshofer (Audio Director, Larian Studios) and Matheus Vilano (Senior Technical Sound Designer, Larian Studios), who'll be lifting the hood on mixing Baldur's Gate 3. They'll explore their collaboration & workflow, go hands-on in Wwise, and dive into the ideation ...
Wednesday, August 7th at 12pm ET / 9am PT On Wednesday, we?ll be joined by special guest Harvey Scott, who?ll be diving deep into dynamic mixing for Helldivers 2. Be sure to tune in with your questions! 00:00:00 False Start 00:08:58 Livestream Start - Overview 00:09:42 Wwise 2024.1 Beta 1 00:14:30 Audiokinetic News 00:18:10 Wwise Community Spotlight 00:20:24 Audiokinetic in the Community 00:25:05 ...
Dive into the explosive soundscape of Helldivers 2 with Harvey Scott (Senior Sound Designer at Sony Interactive Entertainment) and Damian O'Sullivan (Dialogue Designer at PlayStation Studios) at Wwise Tour 2024 Shanghai! Discover the know-how behind the game's immersive mix as they break down their challenges, Wwise solutions, and the universal mixing strategies you can apply to any game. Whether ...
VARUT REMIX
音频人脉网
Creating the final mix
Wwise 帮助文档
在工程中设置总线结构后,就可以对游戏中声音,音乐和振动的混音进行精确调整和故障排查。您可以通过 Wwise 中的两个主要工具对游戏音频进行混音:Master-Mixer Console - 主混音控制台,它可以将各种总线属性集中到一个视图中。Mixing Desk - 调音台,使用灵活、功能强大的调音台,将各种总线和对象属性集中到一个视图中。这两种视图都可用于对游戏进行实时音频终混。The Mixing Desk, however, gives you more control because more properties are available for editing, and both objects and/or busses can be included in a Mixing Session.技巧To properly adjust the final output of ...
Mixing audio using the Mixing Desk
Wwise 帮助文档
Mixing Desk 是您对游戏中不同音频对象进行混音的完美工具。You can connect to your game, start a capture session, and then monitor the activities of your audio while tweaking the individual properties for each object and bus within your Mixing Session in real time.技巧在 Wwise 中,默认情况下您可以按 F8 来切换到 Mixer 布局。使用 Mixing Desk 混音的方法如下:Load a Mixing Session into the Mixing Desk.点击工具栏中的 Remote 按钮,连接至游戏。The Remote Connection dialog opens ...
Mixing Desk 和 Mixing Session
Wwise 帮助文档
Mixing Desk(调音台)是一款灵活强大的调音台,它将各种属性组合到同一个视图中,以便能优化游戏的混音。您可以向 Mixing Desk 中添加任何对象或总线,然后定义通路、应用效果器和衰减 ShareSet、编辑 state 属性,以及修改工程中各个对象和总线的属性。如果您启动捕获会话,则还可在 Mixing Desk 中查看各个对象的活动,包括某声部何时播放、是否闪避总线以及是否旁通了效果器。还可以将各条总线设为静音,以便在音频混音中微调各个对象。Mixing Desk 基本上就是一个网格,每列是一个混音器工具栏,每行对应于 Wwise 中的一组常用属性。每个混音器工具栏绑定至一个对象,对象的名称显示在各个工具栏的顶部和底部。技巧在 Wwise 中,默认情况下您可以按 F8 来切换到 Mixer 布局。混音器工具栏中的各个属性设置都有一个快捷菜单。这些菜单包含与所选属性相关的一组命令。
Creating an Actor-Mixer
Wwise SDK
Wwise SDK 2024.1.7 Creating an Actor-Mixer 在 Default Work Unit 下创建新的 'Guns' Virtual Folder。若已存在同名的文件夹,则自动命名为唯一名称。 函数 URI ak.wwise.core.object.create 参数 { "parent": "{a9129d80-07e0-11e7-93ae-92361f002671}", "type": "ActorMixer", "name": "My Actor-Mixer" } 结果 { "id": "{66666666-7777-8888-9999-AAAAAAAAAAAA}", "name": "My Actor-Mixer" } 有关 Wwise Authoring API 的详细信息,请参阅 使用 Wwise Authoring ...